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General Tabletop Discussion
*TTRPGs General
RPGing and imagination: a fundamental point
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<blockquote data-quote="Crimson Longinus" data-source="post: 9216347" data-attributes="member: 7025508"><p>So I think I said “ relatively player driven” or something like that. I am not claiming it is most player driven game ever or anything like that. </p><p></p><p>In any case, this discussion is so weird. I presume you have played non-adventure path games or games that do not follow similar structure? So the game is about what the characters decide to do. So if the characters decide to rob the wizard’s house then the session is about that, if they decide to travel to investigate rumours about dragons at a volcano, then the game is about that, if they decide to enter into an arena fight league then it is about that an so forth. </p><p></p><p>And sure, there of course are GM designed situations that invite a reaction from the characters. Now sometimes the response that the situation elicits is rather obvious (for example if I frame a situation where travellers are being attacked by obvious monsters it is highly likely that the characters will try to help the travellers) but bigger situations I try to set up as more open ended with some moral grey so that there isn’t obvious solution or obvious allies and enemies.</p><p></p><p>And no, I don’t need to pause game to prep, as I usually vaguely prep likely things for a given location and it is not hard to come up more on the fly if needed. But I try to pace things so that we can reasonably establish at the end of each session what the characters’ plans for the next one are so I have rough idea what to prep.</p><p></p><p>And whilst I have thought about my settings quite a bit, it still remains rather broad strokes in many ways, so in effect what the characters are interested in dictates what I will develop more.</p><p></p><p></p><p>You understand meta game is, so you also understand if some people wish to structure player influence so that it is mainly exercised via the character.</p></blockquote><p></p>
[QUOTE="Crimson Longinus, post: 9216347, member: 7025508"] So I think I said “ relatively player driven” or something like that. I am not claiming it is most player driven game ever or anything like that. In any case, this discussion is so weird. I presume you have played non-adventure path games or games that do not follow similar structure? So the game is about what the characters decide to do. So if the characters decide to rob the wizard’s house then the session is about that, if they decide to travel to investigate rumours about dragons at a volcano, then the game is about that, if they decide to enter into an arena fight league then it is about that an so forth. And sure, there of course are GM designed situations that invite a reaction from the characters. Now sometimes the response that the situation elicits is rather obvious (for example if I frame a situation where travellers are being attacked by obvious monsters it is highly likely that the characters will try to help the travellers) but bigger situations I try to set up as more open ended with some moral grey so that there isn’t obvious solution or obvious allies and enemies. And no, I don’t need to pause game to prep, as I usually vaguely prep likely things for a given location and it is not hard to come up more on the fly if needed. But I try to pace things so that we can reasonably establish at the end of each session what the characters’ plans for the next one are so I have rough idea what to prep. And whilst I have thought about my settings quite a bit, it still remains rather broad strokes in many ways, so in effect what the characters are interested in dictates what I will develop more. You understand meta game is, so you also understand if some people wish to structure player influence so that it is mainly exercised via the character. [/QUOTE]
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