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Scene Framing and "Surprising the GM" -- An Innerdudian Case Study
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<blockquote data-quote="Savage Wombat" data-source="post: 6116508" data-attributes="member: 1932"><p>I dislike the term "bully" here. Remember, some players - especially new ones - simply have not learned that the GM may have consequences for their decisions, especially if this is not laid out for them. The more passive players may simply have assumed that this was "tonight's adventure" and gone with it. Now, from your playing style, you don't want them to act this way - but you have to teach them how your game works, and sometimes that means telling them outright. There's no reason not to tell the player - "you do realize, this proposal of his will take you many weeks away from town, and that might complicate your assignment?" It's sort of like the old GM standby "Are you SURE you want to do that?"</p><p></p><p>I do find myself surprised by the one suggestion to reframe the adventure to include the other players' story hooks. I suppose if you really want to make sure the players' decisions don't really matter, that's the way to go about it. But I'm probably just not used to running that kind of game.</p></blockquote><p></p>
[QUOTE="Savage Wombat, post: 6116508, member: 1932"] I dislike the term "bully" here. Remember, some players - especially new ones - simply have not learned that the GM may have consequences for their decisions, especially if this is not laid out for them. The more passive players may simply have assumed that this was "tonight's adventure" and gone with it. Now, from your playing style, you don't want them to act this way - but you have to teach them how your game works, and sometimes that means telling them outright. There's no reason not to tell the player - "you do realize, this proposal of his will take you many weeks away from town, and that might complicate your assignment?" It's sort of like the old GM standby "Are you SURE you want to do that?" I do find myself surprised by the one suggestion to reframe the adventure to include the other players' story hooks. I suppose if you really want to make sure the players' decisions don't really matter, that's the way to go about it. But I'm probably just not used to running that kind of game. [/QUOTE]
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Scene Framing and "Surprising the GM" -- An Innerdudian Case Study
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