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Keeping control of your game while keeping illusion of liberty
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<blockquote data-quote="Pbartender" data-source="post: 3986664" data-attributes="member: 7533"><p>So, I skimmed through this piece of work, and while can I agree to a certain degree with the basic premise -- "How to maintain minimal basic control of the game plot, while preserving the illusion of the player's unlimited freedom of choice." -- I completely disagree on the emphasis of the article, and his suggested solutions.</p><p></p><p>He focuses on how to contain the players, so that they can't get away from an adventure they really don't want to play. This only leads to angry and frustrated players.</p><p></p><p>Instead, he should be focusing on how to adapt the plot hooks and adventures that you want the players to play into something that the player are also willing to play... done carefully, a flexible and imaginative DM can have a half dozen different plot hooks that are tailor made to entice the party into six slightly different variations of the same adventure. To the players it should look as if they have -- and a truly convincing DM will let them believe that they do -- many options, but behind the screen it ends up being the same basic adventure no matter which choice they make.</p><p></p><p>It's insidious and rather deceptive on the DM's part, but you'd be surprised how well it can work, so long as the players don't find out... <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p></blockquote><p></p>
[QUOTE="Pbartender, post: 3986664, member: 7533"] So, I skimmed through this piece of work, and while can I agree to a certain degree with the basic premise -- "How to maintain minimal basic control of the game plot, while preserving the illusion of the player's unlimited freedom of choice." -- I completely disagree on the emphasis of the article, and his suggested solutions. He focuses on how to contain the players, so that they can't get away from an adventure they really don't want to play. This only leads to angry and frustrated players. Instead, he should be focusing on how to adapt the plot hooks and adventures that you want the players to play into something that the player are also willing to play... done carefully, a flexible and imaginative DM can have a half dozen different plot hooks that are tailor made to entice the party into six slightly different variations of the same adventure. To the players it should look as if they have -- and a truly convincing DM will let them believe that they do -- many options, but behind the screen it ends up being the same basic adventure no matter which choice they make. It's insidious and rather deceptive on the DM's part, but you'd be surprised how well it can work, so long as the players don't find out... ;) [/QUOTE]
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