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Why I don't GM by the nose
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<blockquote data-quote="ShadesOfGrey" data-source="post: 5387152" data-attributes="member: 98317"><p>I pretty much agree with just about everything said in this thread, altough I havent yet seen anyone mention one thing: a lot of people got their 'rpg education' from MMO's and offline cRPGS.</p><p></p><p>A lot of what people expect or their approach to the game gets influenced by that. And this isnt meant as a rant or anything or to say those other mediums are somehow 'less' than p&p or something, but ever since they began making those, it's always pretty much focused on combat.</p><p></p><p>Most cRPG's and especially MMO's tend to not use problem solving outside of combat, and even the games that do have a bit of flexibility and freedom in them are still constrained&codified in the possibilities, like a multiple choice kind of thing.</p><p>Then, add to that jRPG's whom's major trope seems to be completly linear railroading through the story, no advancmenet unless you solve a puzzle exactly like the designers envisioned it.</p><p></p><p>If you come from that kind of experience, it's not hard to see how you'd feel clueless and draw a blank when you'r supposed to do something that isnt combat and there is no obvious que to what you're supposed to do.</p><p></p><p>I think, therefore, that it's important to explain the freedom inherent in the game, and that it's not about 'solving a puzzle'.</p><p>That said, that also means you should watch out for designing adventures where you as a DM expect a certain thing from your PC's, as in "is this what you want us to do?"</p></blockquote><p></p>
[QUOTE="ShadesOfGrey, post: 5387152, member: 98317"] I pretty much agree with just about everything said in this thread, altough I havent yet seen anyone mention one thing: a lot of people got their 'rpg education' from MMO's and offline cRPGS. A lot of what people expect or their approach to the game gets influenced by that. And this isnt meant as a rant or anything or to say those other mediums are somehow 'less' than p&p or something, but ever since they began making those, it's always pretty much focused on combat. Most cRPG's and especially MMO's tend to not use problem solving outside of combat, and even the games that do have a bit of flexibility and freedom in them are still constrained&codified in the possibilities, like a multiple choice kind of thing. Then, add to that jRPG's whom's major trope seems to be completly linear railroading through the story, no advancmenet unless you solve a puzzle exactly like the designers envisioned it. If you come from that kind of experience, it's not hard to see how you'd feel clueless and draw a blank when you'r supposed to do something that isnt combat and there is no obvious que to what you're supposed to do. I think, therefore, that it's important to explain the freedom inherent in the game, and that it's not about 'solving a puzzle'. That said, that also means you should watch out for designing adventures where you as a DM expect a certain thing from your PC's, as in "is this what you want us to do?" [/QUOTE]
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