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<blockquote data-quote="bloodtide" data-source="post: 8997594" data-attributes="member: 6684958"><p>The big problem here is the players that love to ruin adventures and wear it like a big bright badge are only a small part of gamers. Maybe only 25% get into a game with the goal of ruining the adventure. Though often they won't admit it and will hide behind the classics: "It's what my character would do" or "it happened by accident". </p><p></p><p>Often enough you will have 3-4 players that want to have fun immersed playing the game, and only one player waiting for their chance to pounce and ruin the game for all. This is where the GM really needs to toss around some Power and stop the one player("sorry, rocks fell on your character, you can't ruin the adventure"). Many games get into trouble as the GM is unwilling to do that.</p><p></p><p>A game, more so an Adventure, Is an Artificial Fiction. It's not "real", it does not make "sense" and it does not fit into a "real world situation simulation". </p><p></p><p>The GM is aware of this and set up the game for it. Things 'just happen", amazingly, to be the most exciting/fun/dramatic/etc. Just look at nearly any fiction. Everything happens at the last moments, on the edge, with a chance for huge failure. The players should be aware of this too....but most are not. Most players get lost in their game character and "can't see the forest through the trees". Not to mention so many players only play the game for the betterment of their own personal character, ego and fun.</p><p></p><p>In the best games...the Heroes show up right before the big bad is summoned at midnight and face the ticking clock of can they stop the summoning AND most likely can they stop the Evil that is summoned when they fail. This is an epic fight and a tale of tales that gamers will be talking about forever.</p><p></p><p>OR</p><p></p><p>You could follow the more bland approach. The players figure out the evil plan will be done on Friday night. So on Monday they sneak in and destroy the macguffin...and save the day. Then the characters go to a tavern to drink. Not a very exciting game. And sure, some players from that small group will be as happy as a clam that they avoided the big endgame fight. Most gamers though....want that big finish.</p></blockquote><p></p>
[QUOTE="bloodtide, post: 8997594, member: 6684958"] The big problem here is the players that love to ruin adventures and wear it like a big bright badge are only a small part of gamers. Maybe only 25% get into a game with the goal of ruining the adventure. Though often they won't admit it and will hide behind the classics: "It's what my character would do" or "it happened by accident". Often enough you will have 3-4 players that want to have fun immersed playing the game, and only one player waiting for their chance to pounce and ruin the game for all. This is where the GM really needs to toss around some Power and stop the one player("sorry, rocks fell on your character, you can't ruin the adventure"). Many games get into trouble as the GM is unwilling to do that. A game, more so an Adventure, Is an Artificial Fiction. It's not "real", it does not make "sense" and it does not fit into a "real world situation simulation". The GM is aware of this and set up the game for it. Things 'just happen", amazingly, to be the most exciting/fun/dramatic/etc. Just look at nearly any fiction. Everything happens at the last moments, on the edge, with a chance for huge failure. The players should be aware of this too....but most are not. Most players get lost in their game character and "can't see the forest through the trees". Not to mention so many players only play the game for the betterment of their own personal character, ego and fun. In the best games...the Heroes show up right before the big bad is summoned at midnight and face the ticking clock of can they stop the summoning AND most likely can they stop the Evil that is summoned when they fail. This is an epic fight and a tale of tales that gamers will be talking about forever. OR You could follow the more bland approach. The players figure out the evil plan will be done on Friday night. So on Monday they sneak in and destroy the macguffin...and save the day. Then the characters go to a tavern to drink. Not a very exciting game. And sure, some players from that small group will be as happy as a clam that they avoided the big endgame fight. Most gamers though....want that big finish. [/QUOTE]
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