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Revisiting AI as a GM Support Tool
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<blockquote data-quote="Celebrim" data-source="post: 9354055" data-attributes="member: 4937"><p>I think it depends on how long you've been playing.</p><p></p><p>I had this conversation at the last session I ran. As a GM, I know there are differences between my aesthetics of play and the players aesthetics of play. As a GM or player I lean toward more literary, more sand boxy, more investigative, more RP heavy play. I like tactical play and combat and plots and such, but that's not my core aesthetic. My players on the other hand like more linear, more straight foward, more combat heavy games were they kick down the doors, kill everyone, then find the clue that tells them which door to kick down next. So as I was giving them the set up to the second wide open sandbox adventure in a row, the last of which they got lost in for a long time before they figured out a solution, I was sort of apologetic about it and promised that the next time I'd run something straight forward and combat heavy but this time I wanted to do an adventure in space because it had been a while since they got the Z-95s out.</p><p></p><p>And one of my players said, "I don't mind just as long as the adventures continue to be varied". </p><p></p><p>So we're definitely reaching the point where he's played enough that they do need to be original and unique.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 9354055, member: 4937"] I think it depends on how long you've been playing. I had this conversation at the last session I ran. As a GM, I know there are differences between my aesthetics of play and the players aesthetics of play. As a GM or player I lean toward more literary, more sand boxy, more investigative, more RP heavy play. I like tactical play and combat and plots and such, but that's not my core aesthetic. My players on the other hand like more linear, more straight foward, more combat heavy games were they kick down the doors, kill everyone, then find the clue that tells them which door to kick down next. So as I was giving them the set up to the second wide open sandbox adventure in a row, the last of which they got lost in for a long time before they figured out a solution, I was sort of apologetic about it and promised that the next time I'd run something straight forward and combat heavy but this time I wanted to do an adventure in space because it had been a while since they got the Z-95s out. And one of my players said, "I don't mind just as long as the adventures continue to be varied". So we're definitely reaching the point where he's played enough that they do need to be original and unique. [/QUOTE]
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