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So, whos game is it anyway?
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<blockquote data-quote="ThoughtBubble" data-source="post: 1227844" data-attributes="member: 9723"><p>Or, rather, how much responsiblitity do I have to DM a game that my players want to play, vs DMing the game I'd like to run? Or, maybe, smiply can a story based game work?</p><p></p><p>Today, I was inspired for a game. It wasn't inspired like the usual, "hey, that'd be a neat idea for a game" inspired. It was more of a moment where symbolism, plot, atmosphere, choice, consiquence, tragedy, and battle all sort of meshed into one coherent outline and begged to be expressed. I was writing an e-mail to some members of my old group, asking them if they were interested, when I stopped and needed to think.</p><p></p><p>The problem is that I've never had any fun in a game where the DM had a large plot outlined from the beginning. In the first there was simply nothing else. Wander around in the desert aimlessly until we died, or go join up with evilcorp. In the second, it just felt like we had no control. The DM was just too happy to show us his big powerful NPC's with their powerful contraptions, and magic devices. Meanwhile we plodded from place to place, not even able to engage in the simple joy of a dungeon crawl.</p><p></p><p>And that was like seeing a sick twisted mirror of my own games. Expecially the bad moments, where the characters are just trying to avoid having involvment with anything, and I'm desperately trying to get something to happen. Anyway, extracting thoughts away from that avenue, I'm concerned that having certian encounters, NPCs, themes and scenes mapped out in advance will prove detrimental to the game at large. I'm even more concerned that It'll end up with the players getting forced into these situations because I want to see them happen.</p><p></p><p>I'm wondering what everyone else's expierence with games built around specific situations is. Is it possible to make a game with a pre-thought out plot and events that isn't horrible?</p></blockquote><p></p>
[QUOTE="ThoughtBubble, post: 1227844, member: 9723"] Or, rather, how much responsiblitity do I have to DM a game that my players want to play, vs DMing the game I'd like to run? Or, maybe, smiply can a story based game work? Today, I was inspired for a game. It wasn't inspired like the usual, "hey, that'd be a neat idea for a game" inspired. It was more of a moment where symbolism, plot, atmosphere, choice, consiquence, tragedy, and battle all sort of meshed into one coherent outline and begged to be expressed. I was writing an e-mail to some members of my old group, asking them if they were interested, when I stopped and needed to think. The problem is that I've never had any fun in a game where the DM had a large plot outlined from the beginning. In the first there was simply nothing else. Wander around in the desert aimlessly until we died, or go join up with evilcorp. In the second, it just felt like we had no control. The DM was just too happy to show us his big powerful NPC's with their powerful contraptions, and magic devices. Meanwhile we plodded from place to place, not even able to engage in the simple joy of a dungeon crawl. And that was like seeing a sick twisted mirror of my own games. Expecially the bad moments, where the characters are just trying to avoid having involvment with anything, and I'm desperately trying to get something to happen. Anyway, extracting thoughts away from that avenue, I'm concerned that having certian encounters, NPCs, themes and scenes mapped out in advance will prove detrimental to the game at large. I'm even more concerned that It'll end up with the players getting forced into these situations because I want to see them happen. I'm wondering what everyone else's expierence with games built around specific situations is. Is it possible to make a game with a pre-thought out plot and events that isn't horrible? [/QUOTE]
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