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<blockquote data-quote="Reynard" data-source="post: 8713380" data-attributes="member: 467"><p>There's a name for creating an imaginary example designed specifically to prove your point and claim a victory, but I am blanking on it right now.</p><p></p><p>Why in the world would you yourself assume there were no rumors, interesting NPCs or other angaging aspects and then turn around and claim I created that scenario. YOU created the example of a bunch of characters sitting in the bar waiting for the hook to be thrown at them and then called it proof that player driven games don't work. I am at a loss for what exactly you are trying to accomplish with such rhetorical tactics.</p><p></p><p>But, let me be clear: if the players in this situation asked, "Are there any rumors of adventures we could go on?" I would provide them some. i might pull from a prepared list. I might roll them randomly. I might come up with them on the spot. But the fact that they created characters with backgrounds and motivations means it should never have been necessary in the first place.</p><p></p><p>GM: Where are we starting?</p><p>Players: We want to find out if Bill's soul really is owned by the evil wizard.</p><p>GM: how?</p><p>Players: I guess we could talk to a priest or something.</p><p>And so on.</p></blockquote><p></p>
[QUOTE="Reynard, post: 8713380, member: 467"] There's a name for creating an imaginary example designed specifically to prove your point and claim a victory, but I am blanking on it right now. Why in the world would you yourself assume there were no rumors, interesting NPCs or other angaging aspects and then turn around and claim I created that scenario. YOU created the example of a bunch of characters sitting in the bar waiting for the hook to be thrown at them and then called it proof that player driven games don't work. I am at a loss for what exactly you are trying to accomplish with such rhetorical tactics. But, let me be clear: if the players in this situation asked, "Are there any rumors of adventures we could go on?" I would provide them some. i might pull from a prepared list. I might roll them randomly. I might come up with them on the spot. But the fact that they created characters with backgrounds and motivations means it should never have been necessary in the first place. GM: Where are we starting? Players: We want to find out if Bill's soul really is owned by the evil wizard. GM: how? Players: I guess we could talk to a priest or something. And so on. [/QUOTE]
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