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Tell Your Own D*mn Stories - Futurismic Blog and Adventure Design
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<blockquote data-quote="Hussar" data-source="post: 5375158" data-attributes="member: 22779"><p>There is the flipside to this however. The game that goes nowhere. You play the campaign for six months, take stock and realize that in the last six months, despite playing regularly every week, nothing has really happened. At least, nothing that seems to have any real importance. You fought some stuff, gained some loot, went up a level or two, but, other than grinding xp, to borrow a computer game term, nothing's happened in the campaign.</p><p></p><p>Why? </p><p></p><p>Because the GM has no idea what direction the game should go. He's plopped the game down and either expects the players to drive, or, even worse, thinks that wandering aimlessly while he shows off his spiffy homebrew world is the height of gaming.</p><p></p><p>I've seen both ends of the stick pretty much equally. The aimless, pointless game that sputters to an eventual, sad, pitiful end. And the lockstep railroad that the Gm is trying to force on the players.</p><p></p><p>IMO, there is a place for both a happy medium.</p><p></p><p>Games like Pac-Man, were tons of fun, but, y'know what? After a few hours of endlessly repeating the same thing over and over again, I'd never play it again. Tetris is great for a ten minute time waster, but, it's never memorable. In order to have impact on the players, you need at least a little bit of a plot. Something for the players to buy into.</p></blockquote><p></p>
[QUOTE="Hussar, post: 5375158, member: 22779"] There is the flipside to this however. The game that goes nowhere. You play the campaign for six months, take stock and realize that in the last six months, despite playing regularly every week, nothing has really happened. At least, nothing that seems to have any real importance. You fought some stuff, gained some loot, went up a level or two, but, other than grinding xp, to borrow a computer game term, nothing's happened in the campaign. Why? Because the GM has no idea what direction the game should go. He's plopped the game down and either expects the players to drive, or, even worse, thinks that wandering aimlessly while he shows off his spiffy homebrew world is the height of gaming. I've seen both ends of the stick pretty much equally. The aimless, pointless game that sputters to an eventual, sad, pitiful end. And the lockstep railroad that the Gm is trying to force on the players. IMO, there is a place for both a happy medium. Games like Pac-Man, were tons of fun, but, y'know what? After a few hours of endlessly repeating the same thing over and over again, I'd never play it again. Tetris is great for a ten minute time waster, but, it's never memorable. In order to have impact on the players, you need at least a little bit of a plot. Something for the players to buy into. [/QUOTE]
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