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<blockquote data-quote="Kobold Boots" data-source="post: 7315313" data-attributes="member: 92239"><p>I think when push comes to shove that GM authored plot is the way games start.</p><p>I also think that the longer a game goes on you become somewhat reliant on player authored plot. Especially if your group grows into a community.</p><p></p><p>Every group plays for a specific amount of time in specific media. A group with four players may play for 3 hours a week at a table. A group with 20 players might have a regular session of 8 hours every two weeks with rotating seats and ongoing gaming in parallel with FG/Roll20/Forums. Based on personalities and scale, the game morphs.</p><p></p><p>Certainly if I'm playing with 4 people in 3 hours we're going to have a certain lack of tolerance for going off the rails, but that 20 person community is going to be generating more plot off of NPC interaction than the GM is. At that point the role of the GM is to facilitate/add flavor and get out of the way. When the players finally get back around to taking on the bad guys they've woven a better story that originally existed from one person's mind alone.</p></blockquote><p></p>
[QUOTE="Kobold Boots, post: 7315313, member: 92239"] I think when push comes to shove that GM authored plot is the way games start. I also think that the longer a game goes on you become somewhat reliant on player authored plot. Especially if your group grows into a community. Every group plays for a specific amount of time in specific media. A group with four players may play for 3 hours a week at a table. A group with 20 players might have a regular session of 8 hours every two weeks with rotating seats and ongoing gaming in parallel with FG/Roll20/Forums. Based on personalities and scale, the game morphs. Certainly if I'm playing with 4 people in 3 hours we're going to have a certain lack of tolerance for going off the rails, but that 20 person community is going to be generating more plot off of NPC interaction than the GM is. At that point the role of the GM is to facilitate/add flavor and get out of the way. When the players finally get back around to taking on the bad guys they've woven a better story that originally existed from one person's mind alone. [/QUOTE]
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