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Proactive Players in a Reactive Campaign
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<blockquote data-quote="Ralts Bloodthorne" data-source="post: 2796282" data-attributes="member: 6390"><p>My wife and I recently moved to another state, and found a new gaming group. Previously we had played with the same group for five years. Everything from Rifts to Shadowrun to Traveller to 2E to d20 Modern to 3.0 and finally 3.5.</p><p></p><p>Everyone had taken turns GMing, if nothing else so they could see the amount of work and frustration that goes on behind the screen.</p><p></p><p>As players, my wife and I are proactive. We don't like waiting for the forces of evil to knock us down and kick us in the teeth, we like bringing the fight to them. We like doing heroic deeds, and rarely do the battle > Rest > Battle > Rest thing, resting after every single battle or two. Our heroes were always different.</p><p></p><p>As a GM, my world lived and breathed. The villians plots advanced and wove thier terrible webs even if the PC's were frolicking in a brothel. Sup-villians that had escaped built thier own organizations and began hunting the PC's.</p><p></p><p>Everything moved, sometimes seemingly of it's own accord.</p><p></p><p>We moved to a new city, and got a new group.</p><p></p><p>The game we're in feels like the old 1E/2E modules, where you are told what you're going to do, magically teleported in, and have to do the mission, with a shadowy organization of great power pulling your strings.</p><p></p><p>My wife and I found ourselves limited in our character's, as she plays "Move in and blow them up" mages, usually sorcerer/monk, wizard/rogue, cleric/fighter, paladin/druid, well, you get the idea. Mine are usually close combat specialists, hitting and pinning and putting them down. We accidently trounced all over the bad guys the first time we played, and our characters got overwhelmed and died the next game.</p><p></p><p>We shrugged and drove on.</p><p></p><p>Now, we noticed something.</p><p></p><p>Most of the other players are reactive. They wait for things to happen, or what to be told. The campaign moves when the character's move. It's been mentioned several times that my wife and I are "too eager" at times. The rest of the party wants to rest, as they've taken damage (nobody lower than 75%) and a few spells tossed off, and my wife and I want to press on and reach the objective, unwilling to let the villian get a breather, believing that the more time he has without us on his ass, the more recovered and tougher he'll be.</p><p></p><p>Then, I GM'd. I run a proactive, like I said. The actions and adventures are pretty wide open, and I can handle any class/background. They started out doing jobs for a patron, then discovered that thier patron was a dyed in the wool evil man, who was misrepresenting what was occurring to the PC's so they'd commit evil deeds in his name.</p><p></p><p>Then the other players began floundering. They had no idea what to do. They knew that there were cities, assassin guilds, bardic colleges, wizard guilds, druidic circles, ancient highways that led to the unknown, ruined cities half covered by the sands, etc.</p><p></p><p>My wife got tired of them looking to her for guidance, so she signed up with a large Wizard's Guild, and suddenly everyone was happy getting assigned jobs.</p><p></p><p>To me, that feels like railroading.</p><p></p><p>Finding maps, they don't know what to do with them. Finding an ancient sewer opening where there's not even apparent ruins, they continue on to the job given to them.</p><p></p><p></p><p></p><p>It's EXTREMELY frustrating. I'm a proactive player and GM a dynamic campaign world, and I feel.... dissatisfied at times with the two campaigns. I LIKE the players, and have fun as a player paying attention to the story unfolding.</p><p></p><p>But does my playing/GMing style really make it into a game breaker?</p></blockquote><p></p>
[QUOTE="Ralts Bloodthorne, post: 2796282, member: 6390"] My wife and I recently moved to another state, and found a new gaming group. Previously we had played with the same group for five years. Everything from Rifts to Shadowrun to Traveller to 2E to d20 Modern to 3.0 and finally 3.5. Everyone had taken turns GMing, if nothing else so they could see the amount of work and frustration that goes on behind the screen. As players, my wife and I are proactive. We don't like waiting for the forces of evil to knock us down and kick us in the teeth, we like bringing the fight to them. We like doing heroic deeds, and rarely do the battle > Rest > Battle > Rest thing, resting after every single battle or two. Our heroes were always different. As a GM, my world lived and breathed. The villians plots advanced and wove thier terrible webs even if the PC's were frolicking in a brothel. Sup-villians that had escaped built thier own organizations and began hunting the PC's. Everything moved, sometimes seemingly of it's own accord. We moved to a new city, and got a new group. The game we're in feels like the old 1E/2E modules, where you are told what you're going to do, magically teleported in, and have to do the mission, with a shadowy organization of great power pulling your strings. My wife and I found ourselves limited in our character's, as she plays "Move in and blow them up" mages, usually sorcerer/monk, wizard/rogue, cleric/fighter, paladin/druid, well, you get the idea. Mine are usually close combat specialists, hitting and pinning and putting them down. We accidently trounced all over the bad guys the first time we played, and our characters got overwhelmed and died the next game. We shrugged and drove on. Now, we noticed something. Most of the other players are reactive. They wait for things to happen, or what to be told. The campaign moves when the character's move. It's been mentioned several times that my wife and I are "too eager" at times. The rest of the party wants to rest, as they've taken damage (nobody lower than 75%) and a few spells tossed off, and my wife and I want to press on and reach the objective, unwilling to let the villian get a breather, believing that the more time he has without us on his ass, the more recovered and tougher he'll be. Then, I GM'd. I run a proactive, like I said. The actions and adventures are pretty wide open, and I can handle any class/background. They started out doing jobs for a patron, then discovered that thier patron was a dyed in the wool evil man, who was misrepresenting what was occurring to the PC's so they'd commit evil deeds in his name. Then the other players began floundering. They had no idea what to do. They knew that there were cities, assassin guilds, bardic colleges, wizard guilds, druidic circles, ancient highways that led to the unknown, ruined cities half covered by the sands, etc. My wife got tired of them looking to her for guidance, so she signed up with a large Wizard's Guild, and suddenly everyone was happy getting assigned jobs. To me, that feels like railroading. Finding maps, they don't know what to do with them. Finding an ancient sewer opening where there's not even apparent ruins, they continue on to the job given to them. It's EXTREMELY frustrating. I'm a proactive player and GM a dynamic campaign world, and I feel.... dissatisfied at times with the two campaigns. I LIKE the players, and have fun as a player paying attention to the story unfolding. But does my playing/GMing style really make it into a game breaker? [/QUOTE]
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