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Let The Players Manage Themselves Part 3, waitaminute...
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<blockquote data-quote="Snoweel" data-source="post: 4503764" data-attributes="member: 4453"><p>I think all kinds of living <strong>are</strong> stories. Any kind of fiction book is a story (there may be exceptions) and RPGs are most definitely stories. Many other types of game are too, including sports.</p><p></p><p></p><p></p><p>Well since all plot hooks are deliberate creations (even if they only became so <em>after</em> their introduction as elements of the fictional gameworld) then where and when they're revealed is arbitrarily up to the DM.</p><p></p><p>So why not have them appear at the most dramatically poignant moment, rather than randomly?</p><p></p><p></p><p></p><p>The whole world "exists". It is a fictional creation. Just because the details are vague doesn't mean the rest of the world doesn't exist, and if we decide to go there the details will become a lot less vague.</p><p></p><p>But if we have a clear set of goals why would we bother going off on tangents?</p><p></p><p></p><p></p><p>We are the PCs. We know that if we look for adventure we'll find it. NPCs don't have this luxury.</p><p></p><p></p><p></p><p>A planning tool. A busy DM can either flesh out the entire world or only those parts of it he/she think the PCs are likely to visit.</p><p></p><p>The DM knows which parts are likely to interest the PCs because those are the ones with plot hooks dangling from them.</p><p></p><p></p><p></p><p>I would hope the DM's excitement is what causes him to develop and then reveal the hook in the first place.</p><p></p><p>I mean, how can I have thought about a course of action if the DM hasn't made me aware of its existence?</p><p></p><p></p><p></p><p>As long as there is more than one course of action available I don't care what you call it.</p><p></p><p>In fact, I'd rather only have two choices to make than an infinite number of them.</p><p></p><p>As a player I make choices based on what I perceive are the likely consequences of my actions. Though I might truly have infinite choices available to me, I certainly won't be able to confidently guess at the potential consequences of all of them, so the reality is that my <strong>likely</strong> choices are somewhat limited.</p><p></p><p>That the DM relies on this fact to more efficiently use his prep time is a <strong>good thing</strong>. And you are welcome to call it railroading.</p></blockquote><p></p>
[QUOTE="Snoweel, post: 4503764, member: 4453"] I think all kinds of living [b]are[/b] stories. Any kind of fiction book is a story (there may be exceptions) and RPGs are most definitely stories. Many other types of game are too, including sports. Well since all plot hooks are deliberate creations (even if they only became so [i]after[/i] their introduction as elements of the fictional gameworld) then where and when they're revealed is arbitrarily up to the DM. So why not have them appear at the most dramatically poignant moment, rather than randomly? The whole world "exists". It is a fictional creation. Just because the details are vague doesn't mean the rest of the world doesn't exist, and if we decide to go there the details will become a lot less vague. But if we have a clear set of goals why would we bother going off on tangents? We are the PCs. We know that if we look for adventure we'll find it. NPCs don't have this luxury. A planning tool. A busy DM can either flesh out the entire world or only those parts of it he/she think the PCs are likely to visit. The DM knows which parts are likely to interest the PCs because those are the ones with plot hooks dangling from them. I would hope the DM's excitement is what causes him to develop and then reveal the hook in the first place. I mean, how can I have thought about a course of action if the DM hasn't made me aware of its existence? As long as there is more than one course of action available I don't care what you call it. In fact, I'd rather only have two choices to make than an infinite number of them. As a player I make choices based on what I perceive are the likely consequences of my actions. Though I might truly have infinite choices available to me, I certainly won't be able to confidently guess at the potential consequences of all of them, so the reality is that my [b]likely[/b] choices are somewhat limited. That the DM relies on this fact to more efficiently use his prep time is a [b]good thing[/b]. And you are welcome to call it railroading. [/QUOTE]
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