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The Story and The Rules
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<blockquote data-quote="John Morrow" data-source="post: 2179815" data-attributes="member: 27012"><p>I was hoping you would be.</p><p></p><p></p><p></p><p>I think I get the distinction you are trying to make. The problem is the risk, as Janx points out in a later reply, "If I were to simply outline the basic land and NPCs, and let the players wander willy nilly, I actually risk creating a non-story." If the players in your game simply "wander willy nilly" and don't generate a plot (and thus produce a non-story), do you consider that a problem? This can and does happen for many groups. And do you take steps to make sure that a plot is followed and a story happens?</p><p></p><p></p><p></p><p>Well, there are degrees of "force". Some GMs use subtle fudging while others fire up the steam engine for the full-blown railroad experience. </p><p></p><p></p><p></p><p>Well, do you fudge results at all to produce more (story logic) satisfying outcomes or eliminate certain (story logic) unsatisfying outcomes?</p><p></p><p>The problem that most GMs face, if they want a story, is what to do when the PCs won't bite. Yes, I agree that presenting an interesting array of possible things to investigate or get involved with is a good way to role-play without railroading but it still runs the risk of producing a non-story if the players don't cooperate or pick up on the right clues. How heavy handed are you willing to get to make sure that the players discover your potential plots and choose one and are you willing to let a game produce a non-story if that's what the player's choices would produce?</p></blockquote><p></p>
[QUOTE="John Morrow, post: 2179815, member: 27012"] I was hoping you would be. I think I get the distinction you are trying to make. The problem is the risk, as Janx points out in a later reply, "If I were to simply outline the basic land and NPCs, and let the players wander willy nilly, I actually risk creating a non-story." If the players in your game simply "wander willy nilly" and don't generate a plot (and thus produce a non-story), do you consider that a problem? This can and does happen for many groups. And do you take steps to make sure that a plot is followed and a story happens? Well, there are degrees of "force". Some GMs use subtle fudging while others fire up the steam engine for the full-blown railroad experience. Well, do you fudge results at all to produce more (story logic) satisfying outcomes or eliminate certain (story logic) unsatisfying outcomes? The problem that most GMs face, if they want a story, is what to do when the PCs won't bite. Yes, I agree that presenting an interesting array of possible things to investigate or get involved with is a good way to role-play without railroading but it still runs the risk of producing a non-story if the players don't cooperate or pick up on the right clues. How heavy handed are you willing to get to make sure that the players discover your potential plots and choose one and are you willing to let a game produce a non-story if that's what the player's choices would produce? [/QUOTE]
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