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Sacrificing verisimilitude or adventure
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<blockquote data-quote="Aaron L" data-source="post: 2510523" data-attributes="member: 926"><p>When something like that happens, Ill actually try to tie things together. If the players decide theres a connection between two totally unrelated people? Well, I might just decide thats a pretty cool Idea and absorb it into my plans. I like to play off of them. Especially in a Call of Cthulhu game, half of my game sessions are spun off of paranoid feras expressed by the players, and when a lot of teh things they come up with turn out to be right they get even more paranoid that EVERYONE is out to get them (works great in a Delta Green game) But sometimes Ill go the opposite direction and have the opposite of what they feared happen, or if they suspect one person out to get them Ill have the suspect actually be working to AID them while their supposed friends are actually opposing them. </p><p></p><p>Then again, Im lousy at planning adventures and horrible at organization, so even if I have a great game planned out I cant even keep it straight, so I just go with what the players are thinking, because I can always come up with far better plans by playing off of them then I can all by myself. A sure way for me to run a truly hideous game is to try to stick to something I have written down. I just make sure to have a monster manual at hand for whatever turn of events may come up. Sometimes it gets close to completely off the top of my head and based mostly on what the players do. </p><p></p><p></p><p>But Ill be the first to admit that Im a horrible GM in any system save CoC.</p></blockquote><p></p>
[QUOTE="Aaron L, post: 2510523, member: 926"] When something like that happens, Ill actually try to tie things together. If the players decide theres a connection between two totally unrelated people? Well, I might just decide thats a pretty cool Idea and absorb it into my plans. I like to play off of them. Especially in a Call of Cthulhu game, half of my game sessions are spun off of paranoid feras expressed by the players, and when a lot of teh things they come up with turn out to be right they get even more paranoid that EVERYONE is out to get them (works great in a Delta Green game) But sometimes Ill go the opposite direction and have the opposite of what they feared happen, or if they suspect one person out to get them Ill have the suspect actually be working to AID them while their supposed friends are actually opposing them. Then again, Im lousy at planning adventures and horrible at organization, so even if I have a great game planned out I cant even keep it straight, so I just go with what the players are thinking, because I can always come up with far better plans by playing off of them then I can all by myself. A sure way for me to run a truly hideous game is to try to stick to something I have written down. I just make sure to have a monster manual at hand for whatever turn of events may come up. Sometimes it gets close to completely off the top of my head and based mostly on what the players do. But Ill be the first to admit that Im a horrible GM in any system save CoC. [/QUOTE]
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