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<blockquote data-quote="maddman75" data-source="post: 4999326" data-attributes="member: 2673"><p>Why do you think these are mutually exclusive? I decide outcomes on where I think the story should go all the time. The actions of the players matter greatly.</p><p></p><p>Here's how a typical maddman session goes. I'll start with some Teaser - a described cut scene, a fight, or a conflict of some kind. Just to get everyone's attention and get them into character. From there, the conflict of the session is introduced. Players figure out what's going on and decide their course of action. I've even gotten them comfortable setting their own scenes.</p><p></p><p>Now this doesn't mean they're storytelling, they're just helping me set the stage. "Okay, I'm going to go into Lou's tavern with Joe and Dave early, when there's not many people there, and corner than SOB". Unless I veto for some reason, we play out the scene.</p><p></p><p>Once the action rises the group needs to bring it to a climax. They find out where the monster is, figure out who killed Mr. Body, whatever, and go for a showdown. We play it out.</p><p></p><p>Now I'll note that I do have an interest in a good ending. I don't want the session to simply fizzle out. I want some kind of resolution - the bad guy is defeated, or he leaves a trap, or something. And I don't really care what ending happens, as long as its a good one.</p><p></p><p>I've heard you speak against scene scripting, and I couldn't agree more. Heck, I usually don't plan the scenes ahead of time at all. I usually GM a 3-5 hour game on a half a page of notes, or none at all. Wanting to have the game create a good story is not the same thing as having a specific story in mind ahead of time.</p><p> </p><p></p><p> </p><p></p><p>Why would anyone voice any concern? Why would how the other players are thinking about the game affect you in one way or another, to the point that you want to kick them out of the hobby. (And yes, saying they are doing something other than roleplaying games is kicking them out of the hobby)</p><p> </p><p> </p><p></p><p></p><p>LOL, you should see my games. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>You can rock the boat, but if you have concern to keep from tipping it over you're concerning yourself with story.</p></blockquote><p></p>
[QUOTE="maddman75, post: 4999326, member: 2673"] Why do you think these are mutually exclusive? I decide outcomes on where I think the story should go all the time. The actions of the players matter greatly. Here's how a typical maddman session goes. I'll start with some Teaser - a described cut scene, a fight, or a conflict of some kind. Just to get everyone's attention and get them into character. From there, the conflict of the session is introduced. Players figure out what's going on and decide their course of action. I've even gotten them comfortable setting their own scenes. Now this doesn't mean they're storytelling, they're just helping me set the stage. "Okay, I'm going to go into Lou's tavern with Joe and Dave early, when there's not many people there, and corner than SOB". Unless I veto for some reason, we play out the scene. Once the action rises the group needs to bring it to a climax. They find out where the monster is, figure out who killed Mr. Body, whatever, and go for a showdown. We play it out. Now I'll note that I do have an interest in a good ending. I don't want the session to simply fizzle out. I want some kind of resolution - the bad guy is defeated, or he leaves a trap, or something. And I don't really care what ending happens, as long as its a good one. I've heard you speak against scene scripting, and I couldn't agree more. Heck, I usually don't plan the scenes ahead of time at all. I usually GM a 3-5 hour game on a half a page of notes, or none at all. Wanting to have the game create a good story is not the same thing as having a specific story in mind ahead of time. Why would anyone voice any concern? Why would how the other players are thinking about the game affect you in one way or another, to the point that you want to kick them out of the hobby. (And yes, saying they are doing something other than roleplaying games is kicking them out of the hobby) LOL, you should see my games. :) You can rock the boat, but if you have concern to keep from tipping it over you're concerning yourself with story. [/QUOTE]
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