You're right, Mark - that IS Rob sitting behind you!![]()
Over in the thread I forked this from, there's a discusssion of the Gospel of Papers & Paychecks:
The role of a superior DM is NOT to tell a story to his or her players. The DM need only provide an interesting and challenging environment for the players to explore and then administer that environment totally impartially. Superior players will be able to create a character-driven, interactive story from these raw materials, and neither the players nor the GM can tell where the story is headed.
I agree, but note that the big question in a typical tournament scenario is how far along the line folks get.Sadrik said:Another point I would like to throw out there is that linear games excel in one area. Convention games and one-shot games.
I think that player experience level influences which direction the balance of a game veers to - proactive for newer players and reactive for experienced players. Also, another poster made the astute observation that frequence of gaming sessions in a campaign influences whether you lean toward proactive or reactive DMing.I've mixing the proactive/reactive styles of DM'ing for about 25 years now. I always balk at hearing people say that having an ultimate goal is railroading... not true, railroading dictates the every movement of the players, you will go here and then go here and then go here and then do this and ta-dah, you win....
From the DM's seat, I find it's more rewarding when that "perfect" combination is reached. I get my storytelling fix, and I also get to be entertained by the players.Thunderfoot said:But ultimately, it comes down to that perfect combination - a DM that runs the style of campaign you want to play in the way that makes it interesting to you as a player and a group of players that interacts first with each other and then with the DM in order to perpetuate campaign greatness. It's what separates the string of one shot modules into a great campaign arc without shoehorning or railroading people into a pre-determined set of actions.
That's a great point. An extension of this idea is establishing meaningful failure as an option in most encounters. Failure should be fun and lead to new circumstances which the PCs need to react to. As a DM, I am constantly trying to improve my interpretation of failure. When my 3rd level group were unable to stop a ritual, I realized I had a one line note about what would happen: "summons ancient evil dragon spirit." That became a dracolich which is looming in the background, and presents an interesting mystery: who is controlling the dracolich's phylactery?One technique I try to use to keep jaded players on their toes: subvert expectations. Signal a traditional plot or railroad, and then yank the plot sideways 90 degrees to make the players think on their feet. Customize old monsters or change their name and appearance to make metagaming difficult. Think about what the players are least likely to expect, and then veer the action in that direction.
You don't want plot twists to make the players suspend their disbelief, but creating a game that isn't predictable goes a long way towards keeping the players interested.
That's great you've managed to generate discussion in between games and the players give you a heads up as to their plans. I wish I were so lucky. In our group I have to guess the players' next steps using what I know about their tendencies and gaming style.Many in this thread seem to be pointing to an either/or sort of situation. It's either old-school/sandbox OR it is new-school/railroad. The campaigns I am most familiar with, my own, are more of a blend.
Between sessions, it is very nearly a sandbox. We use email to discuss plans, options, and plots. Sometimes they are given a mission/job, some times they seek something out. I like to put out a frequent city newspaper that is full of ideas or rumors that they can investigate. The point is, it can be nearly a sandbox.
It's a bit of a problem for communication and social arrangements when a faction of 'reformers' sets out to redefine this as that, and that as nobody-knows-what, as if such semantic sleight of hand is somehow going to make tea and whiskey taste the same and produce the same effects.
That is not a very considerate approach to the practical problem.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.