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When Player Driven Adventures Don't Pan Out
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<blockquote data-quote="RenleyRenfield" data-source="post: 9841355" data-attributes="member: 7044197"><p>Well, in some ways its not. If you see them as similar or same, then I don't have much more to add. My point was to merely debunk how milestones are limiting or scripted and whatnot. we good <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p></p><p>But I do want to comment on this you said ^ (this is all for me to expound on about <em>me</em>, not a commentary on you in any way). This is an aside but it is related to player driven because many modern design games which come with tools like milestones and moves - make player driven games succeed so well!</p><p></p><p>It reminds me of when I said <em>"This is just training wheels for the GM or players!"</em> And until I played the games for a while, saw them in action and saw what they were doing for real (not just over a one or few game stint) - it did feel like<em> "a good GM will just be already doing this."</em></p><p></p><p><strong>What you say here is very much how I felt</strong> when I first started using things like GM Principles, and playing games with true Success with Complications and game-fiat roll resolution and so on. </p><p></p><p>Except <strong>I never really used to play with good GMs.</strong> Most were abusive, authoritative, and demanding in the most petty and limiting ways of "this is my game" or "this is my world" , or "Well that's how I rule the roll". I still on rare occasion run into a less-than-fun or even not-supportive GM quite often... <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f641.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":(" title="Frown :(" data-smilie="3"data-shortname=":(" /></p><p></p><p>It is these games like PBTA and Cortex, and tools like Milestones and GM Principles that seem to be the source of the very best GMs. The most fun I have is almost exclusively now in this systems, these <strong>games where the players drive and the GM facilitates</strong>.</p><p></p><p>I am sad to admit that I have not had a GM run a fun D&D/Pathfinder/GURPS/BRP game for me in over two decades.... <em>they never are fan of the characters, they never take player driven goals into main plot, they never make rulings that support player narrative.</em>..</p><p></p><p>Again, this is just me, and what I have seen that made any GM go from "meh" to "pretty darn good" was many modern design tools that oddly seemed unneeded, <em>but very much were</em></p></blockquote><p></p>
[QUOTE="RenleyRenfield, post: 9841355, member: 7044197"] Well, in some ways its not. If you see them as similar or same, then I don't have much more to add. My point was to merely debunk how milestones are limiting or scripted and whatnot. we good :) But I do want to comment on this you said ^ (this is all for me to expound on about [I]me[/I], not a commentary on you in any way). This is an aside but it is related to player driven because many modern design games which come with tools like milestones and moves - make player driven games succeed so well! It reminds me of when I said [I]"This is just training wheels for the GM or players!"[/I] And until I played the games for a while, saw them in action and saw what they were doing for real (not just over a one or few game stint) - it did feel like[I] "a good GM will just be already doing this."[/I] [B]What you say here is very much how I felt[/B] when I first started using things like GM Principles, and playing games with true Success with Complications and game-fiat roll resolution and so on. Except [B]I never really used to play with good GMs.[/B] Most were abusive, authoritative, and demanding in the most petty and limiting ways of "this is my game" or "this is my world" , or "Well that's how I rule the roll". I still on rare occasion run into a less-than-fun or even not-supportive GM quite often... :( It is these games like PBTA and Cortex, and tools like Milestones and GM Principles that seem to be the source of the very best GMs. The most fun I have is almost exclusively now in this systems, these [B]games where the players drive and the GM facilitates[/B]. I am sad to admit that I have not had a GM run a fun D&D/Pathfinder/GURPS/BRP game for me in over two decades.... [I]they never are fan of the characters, they never take player driven goals into main plot, they never make rulings that support player narrative.[/I].. Again, this is just me, and what I have seen that made any GM go from "meh" to "pretty darn good" was many modern design tools that oddly seemed unneeded, [I]but very much were[/I] [/QUOTE]
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