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Survivor Dungeon Masters -- discussion
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<blockquote data-quote="Lyxen" data-source="post: 8385680" data-attributes="member: 7032025"><p>Can you tell me where these best practices are described ? Because I can't find anything like this in the D&D books.</p><p></p><p></p><p></p><p>And that's fine, but it's only one way to play. There are others, which are just as fine.</p><p></p><p></p><p></p><p>The PH disagrees: "One player, however, takes on the role of the Dungeon Master (DM), the game’s <strong><u>lead storyteller</u></strong> and referee." And I'm sure I could find more quotes in the DMG.</p><p></p><p></p><p></p><p>Again, it depends on the preferences of the table overall.</p><p></p><p></p><p></p><p>Which is fine, I've got mine too. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" /> </p><p></p><p></p><p></p><p>Player agency is a stupid concept, it does not exist when the whole world is managed by the DM. Only the collaboration between all the people around the table results in a game.</p><p></p><p></p><p></p><p>Some DMs detest strong railroading, but not everyone likes sandboxing either, because it can just fall flat. Don't project your personal feelings on the whole of the community. Lots of published adventure have some level of raildroading, and some have some level of sandboxing, but most are mixed anyway, and they are quite popular, at least some of them.</p><p></p><p></p><p></p><p>My experience of running LARPS for up to 250 people at the same time, at least 3-4 times per year for more than 30 years totally shows that you are wrong in this. I have done it many, many times. That being said, these were mostly French LARPs, and the LARPing culture is very country specific.</p><p></p><p>But just to give you an idea, we evolved a large number of concepts, and in particular that of the ZORP, which means probable zone of encounter for NPCs, which are usually areas where multiple NPCs live, can offer roleplay or even the start of adventures/quest, or just the opportunity to experience the ambiance. Some players will be happy to go from one to the other, possibly picking errands at one place (or not), or just enjoying the play there (or hiring themselves as mercenaries for other groups, etc.). Other players will have a quest that takes them to specific locations, in order or not, and that of course can depend on other encounters and how they handle them.</p><p></p><p>Having flexible NPCs in each ZORP allows us to tailor the experience to the players taste, all in the same LARP.</p><p></p><p></p><p></p><p>There is no segregation at all, everyone plays at the same time. Sometimes we have a strong story arc for the overall game, but everyone does not need to be concerned. Sometimes we have smaller arcs, or very local ones, etc. We have names (in French) for all these structures, pyramidal, multi-stream, double-torus, etc. and we can mix and match.</p></blockquote><p></p>
[QUOTE="Lyxen, post: 8385680, member: 7032025"] Can you tell me where these best practices are described ? Because I can't find anything like this in the D&D books. And that's fine, but it's only one way to play. There are others, which are just as fine. The PH disagrees: "One player, however, takes on the role of the Dungeon Master (DM), the game’s [B][U]lead storyteller[/U][/B] and referee." And I'm sure I could find more quotes in the DMG. Again, it depends on the preferences of the table overall. Which is fine, I've got mine too. :p Player agency is a stupid concept, it does not exist when the whole world is managed by the DM. Only the collaboration between all the people around the table results in a game. Some DMs detest strong railroading, but not everyone likes sandboxing either, because it can just fall flat. Don't project your personal feelings on the whole of the community. Lots of published adventure have some level of raildroading, and some have some level of sandboxing, but most are mixed anyway, and they are quite popular, at least some of them. My experience of running LARPS for up to 250 people at the same time, at least 3-4 times per year for more than 30 years totally shows that you are wrong in this. I have done it many, many times. That being said, these were mostly French LARPs, and the LARPing culture is very country specific. But just to give you an idea, we evolved a large number of concepts, and in particular that of the ZORP, which means probable zone of encounter for NPCs, which are usually areas where multiple NPCs live, can offer roleplay or even the start of adventures/quest, or just the opportunity to experience the ambiance. Some players will be happy to go from one to the other, possibly picking errands at one place (or not), or just enjoying the play there (or hiring themselves as mercenaries for other groups, etc.). Other players will have a quest that takes them to specific locations, in order or not, and that of course can depend on other encounters and how they handle them. Having flexible NPCs in each ZORP allows us to tailor the experience to the players taste, all in the same LARP. There is no segregation at all, everyone plays at the same time. Sometimes we have a strong story arc for the overall game, but everyone does not need to be concerned. Sometimes we have smaller arcs, or very local ones, etc. We have names (in French) for all these structures, pyramidal, multi-stream, double-torus, etc. and we can mix and match. [/QUOTE]
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