Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*TTRPGs General
Should the DM accommodate characters, or characters accommodate DMs?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Haltherrion" data-source="post: 5109761" data-attributes="member: 18253"><p>Some decades ago, my games used to look more like this but I don't find it practical these days. It isn't because I don't like building sandboxes. But my views on the whole matter have shifted.</p><p> </p><p>For starters, I view the whole thing more as a spectruum:</p><p></p><ul> <li data-xf-list-type="ul">one end of the spectruum a true andbox where the ref can create enough material ahead of time and ad lib neutrally for the rest that the ref is essentially providing a fantasy world simulation that the players interact with.</li> <li data-xf-list-type="ul">the other end is a setting with only enough desribed to support a story driven by the referee. In the extreme case no player decisions matter but in likely workable cases, players can decide the little things but the basic unfolding of events is in the ref's hands.</li> </ul><p>I don't think anyone claims to truly do the first one but there are a number who tend strongly to that side. Over the years, I have drifted more to the middle and have played in other's games that are more towards the latter and yet are perfectly enjoyable and perhaps, <strong>more memorable</strong>.</p><p> </p><p>It is my belief that there is actually nothing superior to one method over the other. You don't find too many arguing on the second end of the continuum but you do find plenty suggesting that the sandbox end is somehow superior.</p><p> </p><p>I suggest each referee tries to understand his own abilities and interests (sandboxes can take a lot of out of game time, for instance which you had better enjoy) as well as the engagement level and interests of the players and work from there.</p><p> </p><p>Success on the sandbox side of things is largely driven by player engagement I've found and one reason I have shifted to the middle over the years is that without me, the referee, providing more story and more goals, the players tend to wander aimlessly and have a less enjoyable time which, over the long run, means they have more mysterious scheduling conflicts, etc.</p><p> </p><p>Are my players bad players? Well, as a group, they certainly don't put as much into the campaign as they did in other years, namely my distant college and high school days. Perhaps some of that is that my friends are less nerdy but I think the real reason is that they are now adults with a lot of other demands on their time and drawing up the castle plans to their PC's new character isn't top on their list of play-time activities.</p><p> </p><p>Have my ref skills weakened? I suppose that's possible but I think it is more the opposite: with experience I have dissected campaigns past to see what works and what doesn't and tried to improve my own and my players' gaming experiences. To me, that means engaging more in the story creation side of things.</p><p> </p><p>Typically for me, that means providing multiple plot seeds that the players can choose from. Not a lot, usually 2-3 (I am mortal afterall). Once they choose a plot, they certainly can take it places I haven't anticipated but the understanding among players and refs is that they stick to it unless they have good reason to depart from it. Why? Well, they will get prepared, well considered material from me if I know where they are going. If they go on a random tangent, they get ad libbed stuff. The former is usually memorable with plenty of surprises to engage the players. The latter is fun at the time but readily forgotten.</p><p> </p><p>The nice thing about RPGs is that a wide range of styles can work. Specifically, you can still have a good skill ref, accomplished skilled players, without having to have a sandbox-ish world. There is nothing inherently superior about the sandbox.</p></blockquote><p></p>
[QUOTE="Haltherrion, post: 5109761, member: 18253"] Some decades ago, my games used to look more like this but I don't find it practical these days. It isn't because I don't like building sandboxes. But my views on the whole matter have shifted. For starters, I view the whole thing more as a spectruum: [LIST] [*]one end of the spectruum a true andbox where the ref can create enough material ahead of time and ad lib neutrally for the rest that the ref is essentially providing a fantasy world simulation that the players interact with. [*]the other end is a setting with only enough desribed to support a story driven by the referee. In the extreme case no player decisions matter but in likely workable cases, players can decide the little things but the basic unfolding of events is in the ref's hands. [/LIST]I don't think anyone claims to truly do the first one but there are a number who tend strongly to that side. Over the years, I have drifted more to the middle and have played in other's games that are more towards the latter and yet are perfectly enjoyable and perhaps, [B]more memorable[/B]. It is my belief that there is actually nothing superior to one method over the other. You don't find too many arguing on the second end of the continuum but you do find plenty suggesting that the sandbox end is somehow superior. I suggest each referee tries to understand his own abilities and interests (sandboxes can take a lot of out of game time, for instance which you had better enjoy) as well as the engagement level and interests of the players and work from there. Success on the sandbox side of things is largely driven by player engagement I've found and one reason I have shifted to the middle over the years is that without me, the referee, providing more story and more goals, the players tend to wander aimlessly and have a less enjoyable time which, over the long run, means they have more mysterious scheduling conflicts, etc. Are my players bad players? Well, as a group, they certainly don't put as much into the campaign as they did in other years, namely my distant college and high school days. Perhaps some of that is that my friends are less nerdy but I think the real reason is that they are now adults with a lot of other demands on their time and drawing up the castle plans to their PC's new character isn't top on their list of play-time activities. Have my ref skills weakened? I suppose that's possible but I think it is more the opposite: with experience I have dissected campaigns past to see what works and what doesn't and tried to improve my own and my players' gaming experiences. To me, that means engaging more in the story creation side of things. Typically for me, that means providing multiple plot seeds that the players can choose from. Not a lot, usually 2-3 (I am mortal afterall). Once they choose a plot, they certainly can take it places I haven't anticipated but the understanding among players and refs is that they stick to it unless they have good reason to depart from it. Why? Well, they will get prepared, well considered material from me if I know where they are going. If they go on a random tangent, they get ad libbed stuff. The former is usually memorable with plenty of surprises to engage the players. The latter is fun at the time but readily forgotten. The nice thing about RPGs is that a wide range of styles can work. Specifically, you can still have a good skill ref, accomplished skilled players, without having to have a sandbox-ish world. There is nothing inherently superior about the sandbox. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Should the DM accommodate characters, or characters accommodate DMs?
Top