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Players: it's your responsibility to carry a story.
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<blockquote data-quote="Sunseeker" data-source="post: 5283410"><p>Lets get my credentials out of the way, I am mostly a player, and I am very irregular at that, I have dmed a few times, enough to know the ropes and enjoy it when I do, but not enough to call myself a professional.</p><p></p><p>That said, my experience has taught me one important fact: my experience and your experience are not absolutes, no matter how much we've played or now many games we've ran. </p><p></p><p>I'll be frank, I usually play a character who is a straight-forward kind of person, his interests are first and foremost, his/her own, if adventure avails itsself, great, if not, then drinking and hitting on barmaids is a great and honorable past-time. I play this way because this is who I am, and who I am is the role I am most capable of. If someone wants to play a treasure-hungry character but fails to be treasure-hungry, that is their failure, but at the same time, it is also a failure on the part of the DM to dangle that lure of treasure in front of them.</p><p></p><p>Sand-boxes are great for adventuring, but they're horrible for stories. It is ENTIRELY the DM's job to design and frame a story, even if it's just creating a lot of adventures that could be discovered through an initial sandbox. It is the job of the players to desire to find adventure, but not to create it.</p><p></p><p>It's a two-way street, always has been, always will be, DM creates the basic framework for stories, adventures, and so on, pushes the players out of their comfort zone, and then the players fill in the details, all with a helping hand from the DM now and then. </p><p></p><p>The short story is: what people want is a well-fleshed out railroad, Nobody wants a one-way street, but neither do they want a 10-lane freeway. It is the responsibility of EVERYONE to make the game fun, DM and players. If a DM puts the responsibility on the players, the natural question is of the DM's necessity, if the players put it all on the DM, then the question is of the player's necessity.</p><p></p><p>Two-way street, end of story.</p></blockquote><p></p>
[QUOTE="Sunseeker, post: 5283410"] Lets get my credentials out of the way, I am mostly a player, and I am very irregular at that, I have dmed a few times, enough to know the ropes and enjoy it when I do, but not enough to call myself a professional. That said, my experience has taught me one important fact: my experience and your experience are not absolutes, no matter how much we've played or now many games we've ran. I'll be frank, I usually play a character who is a straight-forward kind of person, his interests are first and foremost, his/her own, if adventure avails itsself, great, if not, then drinking and hitting on barmaids is a great and honorable past-time. I play this way because this is who I am, and who I am is the role I am most capable of. If someone wants to play a treasure-hungry character but fails to be treasure-hungry, that is their failure, but at the same time, it is also a failure on the part of the DM to dangle that lure of treasure in front of them. Sand-boxes are great for adventuring, but they're horrible for stories. It is ENTIRELY the DM's job to design and frame a story, even if it's just creating a lot of adventures that could be discovered through an initial sandbox. It is the job of the players to desire to find adventure, but not to create it. It's a two-way street, always has been, always will be, DM creates the basic framework for stories, adventures, and so on, pushes the players out of their comfort zone, and then the players fill in the details, all with a helping hand from the DM now and then. The short story is: what people want is a well-fleshed out railroad, Nobody wants a one-way street, but neither do they want a 10-lane freeway. It is the responsibility of EVERYONE to make the game fun, DM and players. If a DM puts the responsibility on the players, the natural question is of the DM's necessity, if the players put it all on the DM, then the question is of the player's necessity. Two-way street, end of story. [/QUOTE]
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