Yes. This is why a story telling GM does not "tell the story". In a story telling game, the players and GM tell the story together (sometimes with help from the dice). As a GM, adjusting your plans and expectations on the fly is part of the fun.
My, but that looks rather like
Papers&Paychecks said:The role of a superior DM is NOT to tell a story to his or her players.
How does the GM guide and participate?KidSnide said:The difference is that, in a story telling game, the GM guides and participates in telling the story.
How does the GM guide and participate?
How does the path of "the story" onto which events are to be guided get distinguished from what is not "the story"?
How is this reconciled with the distinction of the role of GM, the asymmetry of participant powers?
How do the 'players' remain players of a game as opposed to theatrical performers?
Oh, yes: What makes Dungeons & Dragons a tool of choice for such an undertaking?
This is especially puzzling to me when I contemplate the tremendous amount of time, energy and expense devoted to overturning one thing after another and transforming what Arneson and Gygax designed into something better fitted (by how much even yet?) as a means to the end.
In the meantime, countless other works have been produced free of the "sacred cows" and legacy; free to be uncompromisingly designed for the "storytelling" game.
How does the GM guide and participate?
How does the path of "the story" onto which events are to be guided get distinguished from what is not "the story"?
How is this reconciled with the distinction of the role of GM, the asymmetry of participant powers?
How do the 'players' remain players of a game as opposed to theatrical performers?
Oh, yes: What makes Dungeons & Dragons a tool of choice for such an undertaking?
I'm leary of using the word 'simulation' on a gaming forum, as it carries a lot of baggage with a certain subset of gamers which may not have anything to do with how I mean it, so let me try to sum up my approach to running a setting like so: the world is what it is and it responds to the players and their characters only as much as they are willing and able, through skill and luck, to influence it.I tend to start some plots running, and see which ones the players are likely to meddle in. If they ignore a given plot, it will probably affect things later on. However, I'm careful not to have a plot that nobody's interested in turn out to mean Very Bad Things if they ignore them. In my experience, players don't particularly enjoy being punished for pursuing the plots they're more interested in by having to go back to the plots they're not, now with higher stakes. So to some extent there's story guidance rather than strong simulation, because I do want the players to pick the style of adversity they enjoy most, and scale that up accordingly.
As a referee I won't do this and as a player I find it very disappointing. I like matching my wits against the referee's schemes, and if the schemes are nothing more than illusions created in response to my own suppositions then I am in fact doing nothing more than chasing my own tail. Of course I'll solve the mystery because I'm the one creating it as I go. Feh on that.(I am also not above the old trick of, when the players become excited about a plotline and visualize it as more far-reaching and dangerous than I had originally planned, quietly stepping it up to meet their expectations. Villains modify their plans as the players get involved, or maybe their ambitions were cleverly hid even from me! Sometimes a mountain can turn out to be a molehill, but I also think it's best to avoid players ending up disappointed that something is less exciting than they'd hoped.)
It's up to the players. They make their characters, I'll present them with current events and rumors appropriate to their character backgrounds, and they can figure out what they do next.Very neat work! How would you frame an opening play session in this setting? I'm curious about the ideal new player experience you'd have in mind.
I also suggest checking out the description of PCat's convention game up thread (which I also had the pleasure of playing in).
I'm leary of using the word 'simulation' on a gaming forum, as it carries a lot of baggage with a certain subset of gamers which may not have anything to do with how I mean it, so let me try to sum up my approach to running a setting like so: the world is what it is and it responds to the players and their characters only as much as they are willing and able, through skill and luck, to influence it.
I fully expect the adventurers to set and pursue goals, but I do nothing to tailor the world or tilt the flow of events toward or away from those goals. Consequences flow from the choices the players make for their characters. If a player decides he wants his character to become the greatest swordsman in France, a master superior of the Academie d'Armes, and found his own fencing school in Paris, then that's awesome and I wish him luck, but I'm not going to change the game to revolve around that adventurer's goals.
If the player wants to eke out his character's niche, then he must do so amid the swirling tides of the setting.As a referee I won't do this and as a player I find it very disappointing. I like matching my wits against the referee's schemes, and if the schemes are nothing more than illusions created in response to my own suppositions then I am in fact doing nothing more than chasing my own tail. Of course I'll solve the mystery because I'm the one creating it as I go. Feh on that.
If I understand you correctly, your measure of a 'good' or 'successful' game is that players and their characters only face the adversity they choose and their expectations are consistently met by moving the goal in whatever direction they kick the ball, but for me that's pretty much the polar opposite of what I look for as a player, or offer as a referee.
If the characters connect with the setting, the setting will respond to them in kind. Push and the world pushes back. That's where adventure is found.
And no, I don't leave this to chance. Part of character creation is not only defining the what the character is, but also what she wants to be, and some ideas on how she might go about getting there.

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