zarionofarabel
Hero
I've been running player driven games for more than 30 years. My games always have consistent narrative momentum that makes sense. They also have clear ways for players to complete the objectives they have chosen to pursue.Players like a consistent story. They like things to make sense. And they like to have clear paths to an objective.
I have talked to a lot of GMs that run scripted plotline games that think they are providing all of these things for their players. However, alot of the time (not always, but more often than not) the particular methods they use don't really provide real agency, just the illusion of such.This doesn't mean there can't be choices, or you negate a living world, or that you remove player agency.
I also find it interesting that so many GMs seem to think that the only way to run a successful player driven campaign is with an overwhelming amount of prep. Especially because I have been doing it with little to no prep since I started in the hobby in 1988. It makes me wonder if the successful execution of a player driven campaign is more about the GM than the players.

