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<blockquote data-quote="Nameless1" data-source="post: 5292872" data-attributes="member: 83379"><p>I am actually not forcing anything. And my players have expresed that my games are better since I have begun using these techniques.</p><p></p><p></p><p>I want to address this actually. Combat is not at all the only thing that happens in my games. Character directed scenes are. So I make each scene pertinent to the character in it, or as much as possible. It is not about pushing minis around a grid. It is about giving players choices that are meanigful to their characters. It is about allowing the players the choices to define their characters and their role within the world. The depth of my games is not at all what would be considered "a Hollywood blonde."And I have no problems with player retention. </p><p></p><p>I find it funny that the OP had a problem with the fact that players never engage with the fiction unless the GM railroads them, many people agreed, and yet when techniques are suggested that can help you to engage the players interests through their characters, without a railroad, they are blown off as producing shallow games without time to develope character. That accusation is just not true. Many fine games advocate this type of GMing explicitly in the rules, and many other games thrive off of it, even if not made explicit. I found the complaints of the OP to be very true until I learned some tricks from other games. Not everyone will like them. Many people use these tricks without knowing that they use them. Telling me that they are a bad idea is silly. They are techniques with wide acceptance, and have produced good results for me and many others. Ignore them if you will, but it is not like these are untried or even all that controversial.</p><p></p><p>If you would like, we could discuss how different games use exactly the techniques that I have advocated, and to good effect and overall huge success (for non D&D games).</p></blockquote><p></p>
[QUOTE="Nameless1, post: 5292872, member: 83379"] I am actually not forcing anything. And my players have expresed that my games are better since I have begun using these techniques. I want to address this actually. Combat is not at all the only thing that happens in my games. Character directed scenes are. So I make each scene pertinent to the character in it, or as much as possible. It is not about pushing minis around a grid. It is about giving players choices that are meanigful to their characters. It is about allowing the players the choices to define their characters and their role within the world. The depth of my games is not at all what would be considered "a Hollywood blonde."And I have no problems with player retention. I find it funny that the OP had a problem with the fact that players never engage with the fiction unless the GM railroads them, many people agreed, and yet when techniques are suggested that can help you to engage the players interests through their characters, without a railroad, they are blown off as producing shallow games without time to develope character. That accusation is just not true. Many fine games advocate this type of GMing explicitly in the rules, and many other games thrive off of it, even if not made explicit. I found the complaints of the OP to be very true until I learned some tricks from other games. Not everyone will like them. Many people use these tricks without knowing that they use them. Telling me that they are a bad idea is silly. They are techniques with wide acceptance, and have produced good results for me and many others. Ignore them if you will, but it is not like these are untried or even all that controversial. If you would like, we could discuss how different games use exactly the techniques that I have advocated, and to good effect and overall huge success (for non D&D games). [/QUOTE]
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