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General Tabletop Discussion
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Player-driven campaigns and developing strong stories
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<blockquote data-quote="AbdulAlhazred" data-source="post: 8971961" data-attributes="member: 82106"><p>Well, it is a good thing we have such an expert on Zero Myth Narrative play to warn us off from all these terrible pitfalls! <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" /></p><p></p><p>To be less snarky, I don't think you are wrong about SOME players. At the very least there are certainly people who play and have little interest in story beyond whatever antics come up in each encounter, and maybe making some fairly lightweight plot choices. IME though these are generally not terribly hard core players. I mean, basically I think there's simply a range of players, where very few who are going to be your more involved players have no interest in story and milieu. I think MOST players are not going to make a thing of having serious input if their group seems happy and the GM seems determined to run everything. In fact the classic response is to go ahead and start some other sort of game of their own. </p><p></p><p>But I have yet to ever run into players of this sort who won't play in a Story Now sort of low myth narrative game. Maybe its 50/50 amongst all players, but its quite easy to get people to play something like a PbtA, like Dungeon World. In fact I can only remember one time when I introduced a game of this ilk. One of the other people in the group I was running for at the time picked up Dungeon World and started running it for us.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 8971961, member: 82106"] Well, it is a good thing we have such an expert on Zero Myth Narrative play to warn us off from all these terrible pitfalls! ;) To be less snarky, I don't think you are wrong about SOME players. At the very least there are certainly people who play and have little interest in story beyond whatever antics come up in each encounter, and maybe making some fairly lightweight plot choices. IME though these are generally not terribly hard core players. I mean, basically I think there's simply a range of players, where very few who are going to be your more involved players have no interest in story and milieu. I think MOST players are not going to make a thing of having serious input if their group seems happy and the GM seems determined to run everything. In fact the classic response is to go ahead and start some other sort of game of their own. But I have yet to ever run into players of this sort who won't play in a Story Now sort of low myth narrative game. Maybe its 50/50 amongst all players, but its quite easy to get people to play something like a PbtA, like Dungeon World. In fact I can only remember one time when I introduced a game of this ilk. One of the other people in the group I was running for at the time picked up Dungeon World and started running it for us. [/QUOTE]
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