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What a great storytelling DM looks like
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<blockquote data-quote="SteveC" data-source="post: 5088915" data-attributes="member: 9053"><p>This thread has veered off into some, well, strange territory, bordering on "badwrongfun." From the perspective of a largely storytelling GM, sandbox style of gaming certainly isn't bad, it's just not a style I prefer anymore. There have been a number of excellent posts that point out that they're not necessarily opposite schools, and there's certainly something that I can learn from a sandbox style GM.</p><p></p><p>The most extreme example I can think of for a "storytelling" adventure is the old Dragon Lance module. It's been quite a while since I played it, but I recall pretty much every major scene being scripted out, leaving almost no room for player choice. The thing is, that was the first example of a storytelling adventure I can ever recall seeing, so I'll give it some slack by virtue of being the first. I certainly wouldn't want to play that these days!</p><p></p><p>On the other end, I'd say that modules like B1 and B2 are the most extreme examples of a sandbox style that I can think of...perhaps I'll also throw in the Isle of Dread as well. I was just looking at B1 earlier today, and to be honest, the notion of running or playing it simply bores me to tears these days. Without any sense of a larger story or world behind the adventure, going through room after room of monsters (or not, there are a lot of empty rooms involved!) would make me head for the exits in record time.</p><p></p><p>There are a lot of sandbox GMs in the thread, so let me throw out the question of what tools that a sandbox GM has can make a storytelling game better. From the other side, what storytelling elements might make a sandbox game better? I'm approaching this from the angle that one approach isn't better than another, and that there can be a mixture of styles in a single campaign. Any thoughts?</p></blockquote><p></p>
[QUOTE="SteveC, post: 5088915, member: 9053"] This thread has veered off into some, well, strange territory, bordering on "badwrongfun." From the perspective of a largely storytelling GM, sandbox style of gaming certainly isn't bad, it's just not a style I prefer anymore. There have been a number of excellent posts that point out that they're not necessarily opposite schools, and there's certainly something that I can learn from a sandbox style GM. The most extreme example I can think of for a "storytelling" adventure is the old Dragon Lance module. It's been quite a while since I played it, but I recall pretty much every major scene being scripted out, leaving almost no room for player choice. The thing is, that was the first example of a storytelling adventure I can ever recall seeing, so I'll give it some slack by virtue of being the first. I certainly wouldn't want to play that these days! On the other end, I'd say that modules like B1 and B2 are the most extreme examples of a sandbox style that I can think of...perhaps I'll also throw in the Isle of Dread as well. I was just looking at B1 earlier today, and to be honest, the notion of running or playing it simply bores me to tears these days. Without any sense of a larger story or world behind the adventure, going through room after room of monsters (or not, there are a lot of empty rooms involved!) would make me head for the exits in record time. There are a lot of sandbox GMs in the thread, so let me throw out the question of what tools that a sandbox GM has can make a storytelling game better. From the other side, what storytelling elements might make a sandbox game better? I'm approaching this from the angle that one approach isn't better than another, and that there can be a mixture of styles in a single campaign. Any thoughts? [/QUOTE]
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