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General Tabletop Discussion
*TTRPGs General
Keeping control of your game while keeping illusion of liberty
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<blockquote data-quote="jaerdaph" data-source="post: 3986526" data-attributes="member: 3398"><p>I totally agree with this assessment because it's based on reality, not theory or ideals. As a GM, you're supposed to make it a fun for the players. That's Priority One. If that means faking a few roles now and then, building suspense by rolling a few dice behind the screen for no reason whatsoever than to keep players on their toes or shaking in their boots, and occasionally nudging the players in a certain direction, then by all means I'm going to do it. Still, I'd have no problem though telling someone, "yeah, I nudged you guys in that direction because I didn't have something prepared in the direction you wanted to go" if I felt it really needed to be said or if someone asked. </p><p></p><p>At the same time, I don't have the time to prepare for every single contingency or to guess at every possible choice the players might make. It's a social contract, and part of that is I try not to waste their time on game day and they try not to waste mine (which includes pre-game prep). I'm not lying to players because I get some sick thrill out of it or I want to boost my own ego. I have social skills, I'm relatively well adjusted, and I also have a life outside of gaming. I often wonder how so many people without social skills are attracted to RPGs, which have a big social interaction component (I'd like to think it's because they see this deficiency in themselves and want to do something develop those skills in a positive outlet). I don't normally know or game with people like that in my life, but if I were to have someone like that, say at a convention, I would do my best to use the social interaction component of RPGs to help that person develop those skills, both in the game and outside of it. Because ultimately, it's a game and meant to be fun. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="jaerdaph, post: 3986526, member: 3398"] I totally agree with this assessment because it's based on reality, not theory or ideals. As a GM, you're supposed to make it a fun for the players. That's Priority One. If that means faking a few roles now and then, building suspense by rolling a few dice behind the screen for no reason whatsoever than to keep players on their toes or shaking in their boots, and occasionally nudging the players in a certain direction, then by all means I'm going to do it. Still, I'd have no problem though telling someone, "yeah, I nudged you guys in that direction because I didn't have something prepared in the direction you wanted to go" if I felt it really needed to be said or if someone asked. At the same time, I don't have the time to prepare for every single contingency or to guess at every possible choice the players might make. It's a social contract, and part of that is I try not to waste their time on game day and they try not to waste mine (which includes pre-game prep). I'm not lying to players because I get some sick thrill out of it or I want to boost my own ego. I have social skills, I'm relatively well adjusted, and I also have a life outside of gaming. I often wonder how so many people without social skills are attracted to RPGs, which have a big social interaction component (I'd like to think it's because they see this deficiency in themselves and want to do something develop those skills in a positive outlet). I don't normally know or game with people like that in my life, but if I were to have someone like that, say at a convention, I would do my best to use the social interaction component of RPGs to help that person develop those skills, both in the game and outside of it. Because ultimately, it's a game and meant to be fun. :) [/QUOTE]
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