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General Tabletop Discussion
*Pathfinder & Starfinder
Player vs Plot - DM responsibilities
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<blockquote data-quote="DEFCON 1" data-source="post: 6336471" data-attributes="member: 7006"><p>As a long-time improv performer and director (and roleplaying *is* improv)... one of the lessons I've learned and which I pass on to everyone at my table is that the moment you try and steer a scene in a direction of your choosing while forgetting you have a scene partner with their own ideas... your percentage of success drops precipitously.</p><p></p><p>You really can't pre-plan or improv three or four moves ahead, because invariably your scene partner is going to offer up ideas that will swing the story off in directions you never expected. So I always tell my players that while establishing your past is great, and knowing who you are and what you are when the game begins is going to do you wonders... don't get tied up in permanent ideas of your future. You have no idea where the story is going to go, and you'll invariably end up disappointed when you don't get to where you want to go, or the method for getting there doesn't end up fitting the idea you had in your head from the very beginning.</p><p></p><p>And this goes the same way for the DM... you may have a "plot" in your head of where you want the campaign and story to go... but be prepared to change or adapt if the players lead their characters in a direction that runs counter to that story. You obviously can throw down breadcrumbs to see if they pick up on them and head back in the way you've got outlined... but if not, you can't force them into your plot. Everything needs to be fluid on both sides of the screen if the improv is going to be more successful than not.</p></blockquote><p></p>
[QUOTE="DEFCON 1, post: 6336471, member: 7006"] As a long-time improv performer and director (and roleplaying *is* improv)... one of the lessons I've learned and which I pass on to everyone at my table is that the moment you try and steer a scene in a direction of your choosing while forgetting you have a scene partner with their own ideas... your percentage of success drops precipitously. You really can't pre-plan or improv three or four moves ahead, because invariably your scene partner is going to offer up ideas that will swing the story off in directions you never expected. So I always tell my players that while establishing your past is great, and knowing who you are and what you are when the game begins is going to do you wonders... don't get tied up in permanent ideas of your future. You have no idea where the story is going to go, and you'll invariably end up disappointed when you don't get to where you want to go, or the method for getting there doesn't end up fitting the idea you had in your head from the very beginning. And this goes the same way for the DM... you may have a "plot" in your head of where you want the campaign and story to go... but be prepared to change or adapt if the players lead their characters in a direction that runs counter to that story. You obviously can throw down breadcrumbs to see if they pick up on them and head back in the way you've got outlined... but if not, you can't force them into your plot. Everything needs to be fluid on both sides of the screen if the improv is going to be more successful than not. [/QUOTE]
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Player vs Plot - DM responsibilities
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