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General Tabletop Discussion
*TTRPGs General
Telling a story vs. railroading
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<blockquote data-quote="Vigilance" data-source="post: 2960216" data-attributes="member: 4275"><p>Right, and that way is, they can suspend disbelief and do the adventure I have planned, or they can wander off in a random direction and play an adventure I ad libbed. Which do you think, statistically, is likely to be the more well thought-out engaging adventure. </p><p></p><p>Here's the disconnect I have: your characters aren't real, they aren't beings with thoughts of their own. They are vehicles for you to suspend disbelief and get out of the world of the mundane for several hours.</p><p></p><p>The GM spends time between adventures trying to make that experience (suspending disbelief) as easy and enjoyable as possible.</p><p></p><p>But the players have to meet him half way.</p><p></p><p>Sometimes that means playing along and going into the dungeon. Not everytime to be sure. </p><p></p><p>But if it happens a lot, instead trying to find "a way that isn't super work intensive" I am going to do something that's REALLY not work intensive: just ad lib. </p><p></p><p>If you want ultimate freedom, you lose me preparing adventures. </p><p></p><p>If I invite a group of friends over for dinner, and Im cooking and paying for the food, it's ok if someone has an allergy, or doesn't like chili (and for purposes of this analogy we will assume I didn't know they hated chili when I made it and invited them).</p><p></p><p>But if you have an allergy or just don't like chili, you can have a sandwich and some chips. If you expect me to make a special meal just for you, go to a damn restaurant, and if you expect to have complete control over the adventure path at all times, you can get a good cable package and watch movies on demand. </p><p></p><p>This isn't some hyper-realist submersive improvisational experience. It's a game. And it's not a game of "watch the GM dance". </p><p></p><p>Chuck</p></blockquote><p></p>
[QUOTE="Vigilance, post: 2960216, member: 4275"] Right, and that way is, they can suspend disbelief and do the adventure I have planned, or they can wander off in a random direction and play an adventure I ad libbed. Which do you think, statistically, is likely to be the more well thought-out engaging adventure. Here's the disconnect I have: your characters aren't real, they aren't beings with thoughts of their own. They are vehicles for you to suspend disbelief and get out of the world of the mundane for several hours. The GM spends time between adventures trying to make that experience (suspending disbelief) as easy and enjoyable as possible. But the players have to meet him half way. Sometimes that means playing along and going into the dungeon. Not everytime to be sure. But if it happens a lot, instead trying to find "a way that isn't super work intensive" I am going to do something that's REALLY not work intensive: just ad lib. If you want ultimate freedom, you lose me preparing adventures. If I invite a group of friends over for dinner, and Im cooking and paying for the food, it's ok if someone has an allergy, or doesn't like chili (and for purposes of this analogy we will assume I didn't know they hated chili when I made it and invited them). But if you have an allergy or just don't like chili, you can have a sandwich and some chips. If you expect me to make a special meal just for you, go to a damn restaurant, and if you expect to have complete control over the adventure path at all times, you can get a good cable package and watch movies on demand. This isn't some hyper-realist submersive improvisational experience. It's a game. And it's not a game of "watch the GM dance". Chuck [/QUOTE]
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