I think the "non-storytelling DM" is, in the context of this thread, at least as fictional a figure as the "railroading DM".
I am not going to 'defend' causality against Barastrondo. I will simply state that I have no magical power to use information I do not yet possess. I must conceive a goal before I can intentionally direct anything toward it. That is fact.
My opinion is that a great DM lets the players choose their moves for themselves -- and that the wide-open range of viable moves not only once was a signal distinction of D&D from other games, but remains a notable provision of human-moderated RPGs versus electronic offerings. It is to me a virtue to maximize, reducing only by the minimum necessary to accommodate other needs.
Another virtue is the potential for characters to "come alive" with a dynamism that scripted depictions do not provide. This is not only a nifty "end product" but a powerful tool for the DM.
The design of a specific encounter or scene is of rather limited utility. At the extreme, it describes only a momentary event that may not come to pass at all -- with but a single window of opportunity. Working up 5 possible scenes when at most one can take place may be onerously inefficient labor.
Enter the well-realized NPC, the character with character. What are his or her values, aspirations, hopes, fears, habits and so on? The fuller one's grasp of those, the easier it is to deduce the character's behavior in response to any circumstances. No longer is it necessary to cover all possibilities by "brute force" methods.
This is applicable to more than just individual people. One can get a similar feel for a community, or an animal species; even a place may take on character this way.
Some game systems are difficult to use without a lot of prepared 'stats', and those can draw a lot of attention to themselves. My own experience, both as a DM and as a player, suggests that there's more mileage in time and energy spent on character definition of the 'soft' sort I have lauded here. I would rather skimp on stats than go the other way.
I am not going to 'defend' causality against Barastrondo. I will simply state that I have no magical power to use information I do not yet possess. I must conceive a goal before I can intentionally direct anything toward it. That is fact.
My opinion is that a great DM lets the players choose their moves for themselves -- and that the wide-open range of viable moves not only once was a signal distinction of D&D from other games, but remains a notable provision of human-moderated RPGs versus electronic offerings. It is to me a virtue to maximize, reducing only by the minimum necessary to accommodate other needs.
Another virtue is the potential for characters to "come alive" with a dynamism that scripted depictions do not provide. This is not only a nifty "end product" but a powerful tool for the DM.
The design of a specific encounter or scene is of rather limited utility. At the extreme, it describes only a momentary event that may not come to pass at all -- with but a single window of opportunity. Working up 5 possible scenes when at most one can take place may be onerously inefficient labor.
Enter the well-realized NPC, the character with character. What are his or her values, aspirations, hopes, fears, habits and so on? The fuller one's grasp of those, the easier it is to deduce the character's behavior in response to any circumstances. No longer is it necessary to cover all possibilities by "brute force" methods.
This is applicable to more than just individual people. One can get a similar feel for a community, or an animal species; even a place may take on character this way.
Some game systems are difficult to use without a lot of prepared 'stats', and those can draw a lot of attention to themselves. My own experience, both as a DM and as a player, suggests that there's more mileage in time and energy spent on character definition of the 'soft' sort I have lauded here. I would rather skimp on stats than go the other way.
Last edited: