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What a great storytelling DM looks like
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<blockquote data-quote="Tav_Behemoth" data-source="post: 5086297" data-attributes="member: 18017"><p>That's awesome; I am apparently meeting EN Worlders all the time without realizing it.</p><p></p><p>One thing about that game that would make any GM look good is having had great players!</p><p></p><p>Which suggests some questions for GMs:</p><p>- before play starts, how do you communicate to your players what your role in guiding the plot is, and what you expect of them?</p><p></p><p>- during a campaign, how do you get feedback from your players about what mix of guidance vs. freedom they'd like (given that even people who sign up for a campaign that you accurately describe ahead of time may realize they don't actually like sandbox or storytelling, or have different ideas of what that meant)?</p><p></p><p>- where does the player's input into what happens next come from: is it all played out at the table such that future directions emerge purely from PC actions, and/or do of-game meta-discussions about player or character goals shape upcoming events in the game?</p><p></p><p>- if you get feedback that players want more or less of some element in the game, how do you respond?</p><p></p><p>Actual play examples here are especially useful, I think.</p></blockquote><p></p>
[QUOTE="Tav_Behemoth, post: 5086297, member: 18017"] That's awesome; I am apparently meeting EN Worlders all the time without realizing it. One thing about that game that would make any GM look good is having had great players! Which suggests some questions for GMs: - before play starts, how do you communicate to your players what your role in guiding the plot is, and what you expect of them? - during a campaign, how do you get feedback from your players about what mix of guidance vs. freedom they'd like (given that even people who sign up for a campaign that you accurately describe ahead of time may realize they don't actually like sandbox or storytelling, or have different ideas of what that meant)? - where does the player's input into what happens next come from: is it all played out at the table such that future directions emerge purely from PC actions, and/or do of-game meta-discussions about player or character goals shape upcoming events in the game? - if you get feedback that players want more or less of some element in the game, how do you respond? Actual play examples here are especially useful, I think. [/QUOTE]
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