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General Tabletop Discussion
*TTRPGs General
What a great storytelling DM looks like
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<blockquote data-quote="SteveC" data-source="post: 5085577" data-attributes="member: 9053"><p>I think that somehow this has been lost in the discussion, and it's the central distinction to the storytelling versus sandbox distinction. I was lucky enough to play a game with Gary many years ago (I was, if I remember correctly, 9 at the time!) and the game was entirely what we made of it. Gary presented a level in Greyhawk that the group was exploring and we were left to do precisely what we wanted. He listened to everyone's ideas and dealt with the repercussions impartially. I really had a fantastic time at that game (in large part because Gary listened to what I wanted to do and treated me like an adult, which to someone my age was a _huge_ complement.</p><p></p><p>Since then, however, I've learned to enjoy the storytelling games much more, largely because I've played sandbox games to death. I really have, to the point of where the thought of a dungeon crawl without an extremely good reason bores me to tears.</p><p></p><p>A good storytelling GM gives me the idea that there's something going on that's larger than what I and the rest of my group are concerned with. As much as some would say "the story you create as a group will be much more interesting than anything one GM can come up with," I've found that not to be ultimately true (at least for me, anymore). If you take a look at War of the Burning Sky, for example, it's designed to be much more of a storytelling game than a sandbox, and the group's I've run it for appreciate this very much.</p><p></p><p>The same game run just as a sandbox would not have the strong themes that resonate throughout the entire campaign, because the players would likely never come across them.</p><p></p><p>Obviously this is just my opinion, and all that it implies...</p><p></p><p>--Steve</p></blockquote><p></p>
[QUOTE="SteveC, post: 5085577, member: 9053"] I think that somehow this has been lost in the discussion, and it's the central distinction to the storytelling versus sandbox distinction. I was lucky enough to play a game with Gary many years ago (I was, if I remember correctly, 9 at the time!) and the game was entirely what we made of it. Gary presented a level in Greyhawk that the group was exploring and we were left to do precisely what we wanted. He listened to everyone's ideas and dealt with the repercussions impartially. I really had a fantastic time at that game (in large part because Gary listened to what I wanted to do and treated me like an adult, which to someone my age was a _huge_ complement. Since then, however, I've learned to enjoy the storytelling games much more, largely because I've played sandbox games to death. I really have, to the point of where the thought of a dungeon crawl without an extremely good reason bores me to tears. A good storytelling GM gives me the idea that there's something going on that's larger than what I and the rest of my group are concerned with. As much as some would say "the story you create as a group will be much more interesting than anything one GM can come up with," I've found that not to be ultimately true (at least for me, anymore). If you take a look at War of the Burning Sky, for example, it's designed to be much more of a storytelling game than a sandbox, and the group's I've run it for appreciate this very much. The same game run just as a sandbox would not have the strong themes that resonate throughout the entire campaign, because the players would likely never come across them. Obviously this is just my opinion, and all that it implies... --Steve [/QUOTE]
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