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When role play game become a story telling
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<blockquote data-quote="Lylandra" data-source="post: 7220180" data-attributes="member: 6816692"><p>Well, to a part that's true. Yes, I do take time to speak with each player about their character and their roles in a setting. I provide them with some rough information about the campaign and its world. I am no Ed Greenwood though <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=":)" /> And no, happy endings are not guaranteed. If my players screw up, they screw up. </p><p></p><p>BUT:</p><p>This is my personal style of GMing. No one ever said it was perfect or the one true right thing to do. </p><p></p><p>And I don't GM the way I do to please my players, I do this to please myself. I want to tell a collaborative, unique, epic story and be surprised by my player's ideas and actions along the way. I also like tough combat, but that's only one minor part of the equation. Because thats what I'd want to play in as a player. </p><p></p><p>We've had players who left our campaigns because they were too slow-paced. Who wanted more combat and who didn't care for their character's past lives as making money and killing dragons was all they cared for. So, you WILL find players out there who'd really like to play more "oldschool" or dungeon-crawley and that's fine. But neither your players nor you will be happy on the long run if your interests and expectations are mismatched. And maybe you should just talk with your players about just that first.</p></blockquote><p></p>
[QUOTE="Lylandra, post: 7220180, member: 6816692"] Well, to a part that's true. Yes, I do take time to speak with each player about their character and their roles in a setting. I provide them with some rough information about the campaign and its world. I am no Ed Greenwood though :) And no, happy endings are not guaranteed. If my players screw up, they screw up. BUT: This is my personal style of GMing. No one ever said it was perfect or the one true right thing to do. And I don't GM the way I do to please my players, I do this to please myself. I want to tell a collaborative, unique, epic story and be surprised by my player's ideas and actions along the way. I also like tough combat, but that's only one minor part of the equation. Because thats what I'd want to play in as a player. We've had players who left our campaigns because they were too slow-paced. Who wanted more combat and who didn't care for their character's past lives as making money and killing dragons was all they cared for. So, you WILL find players out there who'd really like to play more "oldschool" or dungeon-crawley and that's fine. But neither your players nor you will be happy on the long run if your interests and expectations are mismatched. And maybe you should just talk with your players about just that first. [/QUOTE]
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