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Which are you, The plan everything out GM, or the Ad lib?
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<blockquote data-quote="Celebrim" data-source="post: 9771384" data-attributes="member: 4937"><p>You know how in Battletech moving first is a handicap? Those with the initiative move second, so they can perfectly respond to the opponent's plans? Running an adventure without having anything written down and decided before hand is like always having the initiative. Your plans are nebulous, and you get to see what the players do first. You'd have to be inhumanly unbiased to not consciously or subconsciously be totally in control of when the NPCs fail if you do it that way. There would be a strong temptation to give the NPCs whatever resources you felt like giving them at the time.</p><p></p><p></p><p></p><p>Right. Like a stage like I said. Change the drapes. And action. Though, you should try it with a map and minutiae sometime, just to see if it makes a real difference. You can't always have a map of course (though wouldn't that be a luxury, and it really makes me want to play in the real world), but a map and encounter locations do make a difference in the games feel - in its sense of space, solidity, and tangibility. You can't fake that. </p><p></p><p>Though nothing is so frustrating as making a map of a place and then having the PC's burn it down. So yeah, one of the dangers of high prep.</p><p></p><p></p><p></p><p>Right. We don't disagree on the facts. We just disagree about what they mean.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 9771384, member: 4937"] You know how in Battletech moving first is a handicap? Those with the initiative move second, so they can perfectly respond to the opponent's plans? Running an adventure without having anything written down and decided before hand is like always having the initiative. Your plans are nebulous, and you get to see what the players do first. You'd have to be inhumanly unbiased to not consciously or subconsciously be totally in control of when the NPCs fail if you do it that way. There would be a strong temptation to give the NPCs whatever resources you felt like giving them at the time. Right. Like a stage like I said. Change the drapes. And action. Though, you should try it with a map and minutiae sometime, just to see if it makes a real difference. You can't always have a map of course (though wouldn't that be a luxury, and it really makes me want to play in the real world), but a map and encounter locations do make a difference in the games feel - in its sense of space, solidity, and tangibility. You can't fake that. Though nothing is so frustrating as making a map of a place and then having the PC's burn it down. So yeah, one of the dangers of high prep. Right. We don't disagree on the facts. We just disagree about what they mean. [/QUOTE]
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Which are you, The plan everything out GM, or the Ad lib?
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