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What a great storytelling DM looks like
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<blockquote data-quote="maddman75" data-source="post: 5084886" data-attributes="member: 2673"><p>I reject the dichotomy of sandbox vs storytelling. I consider what I do to be 'story-creating'.</p><p></p><p>Essentially, I view any plot or events that I introduce as vehicles for players to explore their characters. To prove themselves true to what they aim or reveal themselves to be less than that. I take what the players give me and use that to introduce new scenarios. I consider the GM's job to be introducing conflicts, and arbitrating how they deal with those conflicts. This, along with paying attention to pacing, I've found tends to make really interesting gaming.</p><p></p><p>I wanted to respond to this as well.</p><p></p><p></p><p></p><p>I've experiened games that are played for reasons other than 'to win'. Why play them? Why read a book where the hero doesn't always come out on top? I recall an oWoD game. I'm going to commit a gamer sin and talk about my character, but its relevant.</p><p></p><p>Billy was a southern rock guitar player that was embraced into clan Toreador - the artistes. My Sire thought that my playing should be preseved for eternity. He didn't really get into the angst, Billy *loved* being a vampire. As the game progressed he got more and more arrogant and power hungry. He started killing indiscriminately and his morality started circling the drain. His music started taking off and he played out the 'rock star' theme. He thought nothing could touch him and there were no consequences for his actions. He died basically because he'd rather spit in the face of a local prince than turn tail and run. </p><p></p><p>I have a character in my hunter game that is going down the drain as well. I have a whole group that plays for reasons other than 'to win'.</p></blockquote><p></p>
[QUOTE="maddman75, post: 5084886, member: 2673"] I reject the dichotomy of sandbox vs storytelling. I consider what I do to be 'story-creating'. Essentially, I view any plot or events that I introduce as vehicles for players to explore their characters. To prove themselves true to what they aim or reveal themselves to be less than that. I take what the players give me and use that to introduce new scenarios. I consider the GM's job to be introducing conflicts, and arbitrating how they deal with those conflicts. This, along with paying attention to pacing, I've found tends to make really interesting gaming. I wanted to respond to this as well. I've experiened games that are played for reasons other than 'to win'. Why play them? Why read a book where the hero doesn't always come out on top? I recall an oWoD game. I'm going to commit a gamer sin and talk about my character, but its relevant. Billy was a southern rock guitar player that was embraced into clan Toreador - the artistes. My Sire thought that my playing should be preseved for eternity. He didn't really get into the angst, Billy *loved* being a vampire. As the game progressed he got more and more arrogant and power hungry. He started killing indiscriminately and his morality started circling the drain. His music started taking off and he played out the 'rock star' theme. He thought nothing could touch him and there were no consequences for his actions. He died basically because he'd rather spit in the face of a local prince than turn tail and run. I have a character in my hunter game that is going down the drain as well. I have a whole group that plays for reasons other than 'to win'. [/QUOTE]
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