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The 15 Minute Dungeon Master?
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<blockquote data-quote="Spinachcat" data-source="post: 4228313" data-attributes="member: 37588"><p>I fully agree. If the random events don't mean something important to the players and their characters, then the stories built from these events have no power. The implicit heroics of the question "what are YOU going to do about it" are tremendously important to get the player buy-in to fully engage in the adventure. </p><p></p><p>As for fixed vs. unfixed path, I will offer both options because not every group enjoys the whole plot laid out at once. If Luke knew he had to rescue a princess from a space station, his first action might have been to go to Mos Eisley instead of to Old Ben Kenobi. Definitely weaving cliches together is much more likely to produce a fresh result than stringing them A-B-C. </p><p></p><p>I am not as interested in bringing in player opinions into the 15 minute DM process - mostly because group discussions are rarely quick and cohesive - but instead I want to offer tools for the DM to tailor potential random events to stuff they know their player's enjoy and stuff that ties into their characters. </p><p></p><p>In my experience, player opinions are best gathered during chargen for the campaign to let the DM know what most interests the players and where they would like to see their characters develop and then follow up discussions in between game sessions to make sure everyone's needs are being met. The better the DM knows his players and knows their characters, the more he will be able to personalize the "what are YOU gonna do" aspect. </p><p></p><p>Random baby stolen is okay. The baby just christened by the cleric who was only born because the fighter saved the pregnant mother in the last adventure is a way better baby!</p><p></p><p></p><p></p><p>I am familiar with SotC and I am definitely reading the TRAP ideas, however I tend to stay away from indie concepts because I do not enjoy narrativist gaming and I am very tired of the Forge-fueled hatred for traditional gamers. My stance is everyone is entitled to play anything they like in any way they like, but I will not tolerate my enjoyment of the RPG hobby being described as "brain damage" just because it does not fit the Forge's imperative of how to "properly" spend my leisure time. </p><p></p><p>On the indie/trad battleline, I am firmly on the trad side and I'm very happy with my choice. However, good advice is good advice and I will give that SotC chapter another read.</p></blockquote><p></p>
[QUOTE="Spinachcat, post: 4228313, member: 37588"] I fully agree. If the random events don't mean something important to the players and their characters, then the stories built from these events have no power. The implicit heroics of the question "what are YOU going to do about it" are tremendously important to get the player buy-in to fully engage in the adventure. As for fixed vs. unfixed path, I will offer both options because not every group enjoys the whole plot laid out at once. If Luke knew he had to rescue a princess from a space station, his first action might have been to go to Mos Eisley instead of to Old Ben Kenobi. Definitely weaving cliches together is much more likely to produce a fresh result than stringing them A-B-C. I am not as interested in bringing in player opinions into the 15 minute DM process - mostly because group discussions are rarely quick and cohesive - but instead I want to offer tools for the DM to tailor potential random events to stuff they know their player's enjoy and stuff that ties into their characters. In my experience, player opinions are best gathered during chargen for the campaign to let the DM know what most interests the players and where they would like to see their characters develop and then follow up discussions in between game sessions to make sure everyone's needs are being met. The better the DM knows his players and knows their characters, the more he will be able to personalize the "what are YOU gonna do" aspect. Random baby stolen is okay. The baby just christened by the cleric who was only born because the fighter saved the pregnant mother in the last adventure is a way better baby! I am familiar with SotC and I am definitely reading the TRAP ideas, however I tend to stay away from indie concepts because I do not enjoy narrativist gaming and I am very tired of the Forge-fueled hatred for traditional gamers. My stance is everyone is entitled to play anything they like in any way they like, but I will not tolerate my enjoyment of the RPG hobby being described as "brain damage" just because it does not fit the Forge's imperative of how to "properly" spend my leisure time. On the indie/trad battleline, I am firmly on the trad side and I'm very happy with my choice. However, good advice is good advice and I will give that SotC chapter another read. [/QUOTE]
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