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<blockquote data-quote="maddman75" data-source="post: 4999502" data-attributes="member: 2673"><p>The actions of the PCs are what drive the story. The GM isn't like a conductor in an orchestra, pointing at people when he wants them to play. He's like the bass player in a rock band, he keeps everything moving at a smooth pace.</p><p> </p><p></p><p></p><p></p><p>I don't recall having to veto very often, but it does happen because players don't have perfect knowledge. What if Lou was bought off by the bad guys, and the second they show up in his bar he's pulling a gun. The scene is going to play out differently.</p><p> </p><p> </p><p> </p><p></p><p>It is resolved through play! How do you think story-oriented games go? The GM controls the pace of the game - how hard information is to get, exactly what the opposition does. It is entirely within the GM's power to make things draw out, or to bring them to a climax. The trick is knowing when to do that, again not to force a certain outcome but to have a narratively satisfying outcome by the end of the game session.</p><p> </p><p> </p><p></p><p></p><p>I'd say that a good GM makes decisions to shape play toward a good story. If he doesn't the sessions aren't going to be very fun. I started doing this because it keeps games together and keeps people interested.</p><p> </p><p></p><p></p><p></p><p>You are claiming they aren't part of the hobby, that they are doing something else entirely, based solely on their own internal decisionmaking that you can't possibly know.</p><p> </p><p> </p><p></p><p></p><p>There's good drama (between characters) and bad drama (between players). Have all the good kind you want, I think its awesome. The bad kind will end up with no gaming for anyone.</p></blockquote><p></p>
[QUOTE="maddman75, post: 4999502, member: 2673"] The actions of the PCs are what drive the story. The GM isn't like a conductor in an orchestra, pointing at people when he wants them to play. He's like the bass player in a rock band, he keeps everything moving at a smooth pace. I don't recall having to veto very often, but it does happen because players don't have perfect knowledge. What if Lou was bought off by the bad guys, and the second they show up in his bar he's pulling a gun. The scene is going to play out differently. It is resolved through play! How do you think story-oriented games go? The GM controls the pace of the game - how hard information is to get, exactly what the opposition does. It is entirely within the GM's power to make things draw out, or to bring them to a climax. The trick is knowing when to do that, again not to force a certain outcome but to have a narratively satisfying outcome by the end of the game session. I'd say that a good GM makes decisions to shape play toward a good story. If he doesn't the sessions aren't going to be very fun. I started doing this because it keeps games together and keeps people interested. You are claiming they aren't part of the hobby, that they are doing something else entirely, based solely on their own internal decisionmaking that you can't possibly know. There's good drama (between characters) and bad drama (between players). Have all the good kind you want, I think its awesome. The bad kind will end up with no gaming for anyone. [/QUOTE]
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