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<blockquote data-quote="EzekielRaiden" data-source="post: 9644099" data-attributes="member: 6790260"><p>I've never seen <em>anything</em> like what you describe. I have never <em>heard</em> of it from anyone but you. I have spent pushing 20 years frequenting various forums, talking with friends, and delving into the TTRPG space. You, and <em>only</em> you, have brought this idea of the "player-DM" who sits there quietly doing nothing but nodding at the players' declarations.</p><p></p><p>I strongly suggest that, given the sheer number of people who are reacting incredulously at your descriptions, you reconsider whether this style is <em>actually</em> common, or is perhaps either specific only to your general gaming sphere, or a misunderstanding on your part.</p><p></p><p></p><p>I assure you, it is not. It is one style. There are others. I wouldn't enjoy playing a game with the specific kinds of stuff that most sandbox games do, because I'm not good with that particular kind of thing. I suffer analysis paralysis when given <em>that</em> kind of creative freedom; I call it the tyranny of the empty page. I am quite good with only very very minor constraints, but give me <em>total</em> freedom and my brain shuts down. It's like...if I have a hundred options, I can filter them and pick one that is best by whatever metric seems reasonable. But when I have <em>nearly infinite</em> options? My proverbial filter clogs and nothing gets through.</p><p></p><p>(This, incidentally, is one small part of why I like PbtA-type games. They have the player-driven experience, but in a way that drives the players to respond to <em>this</em> current situation right at this very moment, which is enough to jump past my analysis paralysis and get moving. But PbtA-type games are a whole different subject, I just thought I'd mention this aside.)</p><p></p><p></p><p>Do not make it black and white. There are shades of grey between.</p><p></p><p>E.g. the DM has written a loose plot arc. It has an inciting incident, a big event that will happen in the middle, and a climactic conclusion at the end. How the players get to each part (well, perhaps not the inciting incident), and more importantly what they <em>do</em> in each part, isn't controlled. There could be a lot of things that happen along the way. None of this involves "controlling" the PCs in the ridiculously over-the-top way you describe, but it does involve (more or less) saying, "Hey guys, I have this cool story, are you okay with playing through that?"</p><p></p><p>Similarly, any time any DM runs a pre-written adventure, that is necessarily not a sandbox. But I know for a fact you know that people play such modules/adventures/APs/etc.</p><p></p><p></p><p>Nope. It's not a matter of leaving things vague. That's just, as you say, a linear game that isn't pre-written, though admittedly such a game is more responsive to the players. In a sandbox, there isn't anything to <em>keep</em> vague in the first place. There is just a world with stuff in it and events happening in/to it, and PCs who may or may not get involved. Such a game requires motivated players who won't wait for "the adventure" to come to them. (Quotes because there is no <em>single</em> adventure!) The players need to actively set goals for themselves both individually and as a group, because a sandbox DM isn't going to <em>push</em> them through anything. Such a game will bog down and become dull and boring if the players are not active participants asking questions, coming up with ideas, and pushing the situation forward.</p><p></p><p></p><p>I am glad it was helpful.</p><p></p><p></p><p>And yet you keep being told that this is <em>really, really weird.</em> That people find your descriptions incredibly unusual and even blatantly insulting to playstyles you don't personally practice. In the face of such a response, I recommend reflection. Is your personal experience truly representative? Or have you been witness to unusual DMs, or an unusual local gaming culture? The latter seems rather more plausible considering how <em>wildly</em> divergent your ideas are from what everyone else in this forum has experienced.</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 9644099, member: 6790260"] I've never seen [I]anything[/I] like what you describe. I have never [I]heard[/I] of it from anyone but you. I have spent pushing 20 years frequenting various forums, talking with friends, and delving into the TTRPG space. You, and [I]only[/I] you, have brought this idea of the "player-DM" who sits there quietly doing nothing but nodding at the players' declarations. I strongly suggest that, given the sheer number of people who are reacting incredulously at your descriptions, you reconsider whether this style is [I]actually[/I] common, or is perhaps either specific only to your general gaming sphere, or a misunderstanding on your part. I assure you, it is not. It is one style. There are others. I wouldn't enjoy playing a game with the specific kinds of stuff that most sandbox games do, because I'm not good with that particular kind of thing. I suffer analysis paralysis when given [I]that[/I] kind of creative freedom; I call it the tyranny of the empty page. I am quite good with only very very minor constraints, but give me [I]total[/I] freedom and my brain shuts down. It's like...if I have a hundred options, I can filter them and pick one that is best by whatever metric seems reasonable. But when I have [I]nearly infinite[/I] options? My proverbial filter clogs and nothing gets through. (This, incidentally, is one small part of why I like PbtA-type games. They have the player-driven experience, but in a way that drives the players to respond to [I]this[/I] current situation right at this very moment, which is enough to jump past my analysis paralysis and get moving. But PbtA-type games are a whole different subject, I just thought I'd mention this aside.) Do not make it black and white. There are shades of grey between. E.g. the DM has written a loose plot arc. It has an inciting incident, a big event that will happen in the middle, and a climactic conclusion at the end. How the players get to each part (well, perhaps not the inciting incident), and more importantly what they [I]do[/I] in each part, isn't controlled. There could be a lot of things that happen along the way. None of this involves "controlling" the PCs in the ridiculously over-the-top way you describe, but it does involve (more or less) saying, "Hey guys, I have this cool story, are you okay with playing through that?" Similarly, any time any DM runs a pre-written adventure, that is necessarily not a sandbox. But I know for a fact you know that people play such modules/adventures/APs/etc. Nope. It's not a matter of leaving things vague. That's just, as you say, a linear game that isn't pre-written, though admittedly such a game is more responsive to the players. In a sandbox, there isn't anything to [I]keep[/I] vague in the first place. There is just a world with stuff in it and events happening in/to it, and PCs who may or may not get involved. Such a game requires motivated players who won't wait for "the adventure" to come to them. (Quotes because there is no [I]single[/I] adventure!) The players need to actively set goals for themselves both individually and as a group, because a sandbox DM isn't going to [I]push[/I] them through anything. Such a game will bog down and become dull and boring if the players are not active participants asking questions, coming up with ideas, and pushing the situation forward. I am glad it was helpful. And yet you keep being told that this is [I]really, really weird.[/I] That people find your descriptions incredibly unusual and even blatantly insulting to playstyles you don't personally practice. In the face of such a response, I recommend reflection. Is your personal experience truly representative? Or have you been witness to unusual DMs, or an unusual local gaming culture? The latter seems rather more plausible considering how [I]wildly[/I] divergent your ideas are from what everyone else in this forum has experienced. [/QUOTE]
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