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General Tabletop Discussion
*TTRPGs General
Players: Have You Ever Asked, "Why Don't You Take Care Of It?"
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<blockquote data-quote="Vaslov" data-source="post: 5005798" data-attributes="member: 37953"><p>This might be a bit off topic, but the flipping the argument around I think could be interesting. So the world is clearly in danger and the PC's go to the super powerful mage who believes them. </p><p></p><p>In a game I'm running the players are about to reach this point. When they get there I plan the mage on telling them "thank you very much. I'll deal with it." and shoo them off without any details. My goal is to push them into action despite the big good guy saying get out of the way. Why is he cutting them out of the picture? In fact, how dare he!</p><p></p><p>I prefer to create a world where leaders chase after challenges. There are lots to go around, but in many cases various leaders want certain opportunities and will go to great lengths to deny others access to it. As a GM/Story Teller the big risk is what if the players say "cool" and are content to walk off the stage. They are still expecting a game. Just not the one I have spent the last 2 years building up. What do I do? This I believe is where the image of railroading could come in. </p><p></p><p>To avoid that when we started the campaign the players and I discussed what type of game we wanted. They clearly want, and still want, a "save the world" game. I expect the way we have the plot and motivations laid out there is no way the players will kick back and let someone else save the world. They are the chosen ones and the old guard better understand that.</p><p></p><p>Do all games need this level of involvement? No. I think a window dressing game where there is a thin plot line can be fun just as having deep involved plots. It can be tough as most groups have people looking for different things. Talking about it openly is what has worked best for me in creating the game we all want.</p></blockquote><p></p>
[QUOTE="Vaslov, post: 5005798, member: 37953"] This might be a bit off topic, but the flipping the argument around I think could be interesting. So the world is clearly in danger and the PC's go to the super powerful mage who believes them. In a game I'm running the players are about to reach this point. When they get there I plan the mage on telling them "thank you very much. I'll deal with it." and shoo them off without any details. My goal is to push them into action despite the big good guy saying get out of the way. Why is he cutting them out of the picture? In fact, how dare he! I prefer to create a world where leaders chase after challenges. There are lots to go around, but in many cases various leaders want certain opportunities and will go to great lengths to deny others access to it. As a GM/Story Teller the big risk is what if the players say "cool" and are content to walk off the stage. They are still expecting a game. Just not the one I have spent the last 2 years building up. What do I do? This I believe is where the image of railroading could come in. To avoid that when we started the campaign the players and I discussed what type of game we wanted. They clearly want, and still want, a "save the world" game. I expect the way we have the plot and motivations laid out there is no way the players will kick back and let someone else save the world. They are the chosen ones and the old guard better understand that. Do all games need this level of involvement? No. I think a window dressing game where there is a thin plot line can be fun just as having deep involved plots. It can be tough as most groups have people looking for different things. Talking about it openly is what has worked best for me in creating the game we all want. [/QUOTE]
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