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<blockquote data-quote="Desdichado" data-source="post: 2179897" data-attributes="member: 2205"><p>There's that risk, but for <strong>my</strong> group at least, it's very small. Not only are all my players also GMs, but they're also long-time roleplayers. They can inately sense a plot hook when it dangles in front of them, and tend to bite fairly quickly. It's only at the beginning of a campaign that I really have to try and give the game some kind of direction of my own; after that, they do tend to drive the game on their own. All I have to do is be aware of where they're heading. I don't plan more than about a session or two ahead, and what I do plan is very closely based on where I can already see the PCs heading. Even then, I have to be ready to play pretty fast and loose in case they do something completely unexpected on me, which does happen from time to time. For other groups, it may be more of a problem; I've certainly gamed with folks that essentially wanted the GM to tell them what to do or they just sat there listlessly waiting for something to happen to them. But, again, I'm talking about an ideal, Utopian situation. Recognizing that it doesn't always, or even necessarily often, come about. However, I'm really lucky right now in having a group in which it does.</p><p></p><p>True, and I'm not above using some subtle manipulation myself from time to time. As long as its sufficiently subtle. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>Very rarely. I assume you mean something like, fudge so that the BBEG isn't defeated too early and anti-climactically, for example. Luckily, my game is open ended enough that I can add layers at the drop of a hat. Oh, you defeated the BBEG? Well guess what? He was just a stooge of this other guy over here... And likewise. I'd <em>rather</em> play the game out, and then work between sessions to make sure that the campaign itself is satisfying, even if it means soap-opera-like twists to accomodate what actually happens in-game.</p><p></p><p>Frankly, if I had players that didn't bite on plot hooks, I probably would burn out really quickly on running a game for them. It'd be a moot point because the game would stall due to apparent disinterest on both sides.</p></blockquote><p></p>
[QUOTE="Desdichado, post: 2179897, member: 2205"] There's that risk, but for [b]my[/b] group at least, it's very small. Not only are all my players also GMs, but they're also long-time roleplayers. They can inately sense a plot hook when it dangles in front of them, and tend to bite fairly quickly. It's only at the beginning of a campaign that I really have to try and give the game some kind of direction of my own; after that, they do tend to drive the game on their own. All I have to do is be aware of where they're heading. I don't plan more than about a session or two ahead, and what I do plan is very closely based on where I can already see the PCs heading. Even then, I have to be ready to play pretty fast and loose in case they do something completely unexpected on me, which does happen from time to time. For other groups, it may be more of a problem; I've certainly gamed with folks that essentially wanted the GM to tell them what to do or they just sat there listlessly waiting for something to happen to them. But, again, I'm talking about an ideal, Utopian situation. Recognizing that it doesn't always, or even necessarily often, come about. However, I'm really lucky right now in having a group in which it does. True, and I'm not above using some subtle manipulation myself from time to time. As long as its sufficiently subtle. ;) Very rarely. I assume you mean something like, fudge so that the BBEG isn't defeated too early and anti-climactically, for example. Luckily, my game is open ended enough that I can add layers at the drop of a hat. Oh, you defeated the BBEG? Well guess what? He was just a stooge of this other guy over here... And likewise. I'd [i]rather[/i] play the game out, and then work between sessions to make sure that the campaign itself is satisfying, even if it means soap-opera-like twists to accomodate what actually happens in-game. Frankly, if I had players that didn't bite on plot hooks, I probably would burn out really quickly on running a game for them. It'd be a moot point because the game would stall due to apparent disinterest on both sides. [/QUOTE]
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