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Why I don't GM by the nose
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<blockquote data-quote="Raven Crowking" data-source="post: 5387340" data-attributes="member: 18280"><p>Nah.</p><p></p><p>A GM "trains" his players as to the expectations of the campaign.</p><p></p><p>Is it worthwhile to talk to NPCs? The GM should demonstrate that this is so <em><strong>before</strong></em> the wholesale slaughter begins.</p><p></p><p>Is there a benefit to/expectation of mercy? Again, the GM should demonstrate that this is so <em><strong>before</strong></em> the wholesale slaughter begins.</p><p></p><p>Do the PCs have to talk to NPCs or show mercy? No. But they might miss things if they do not.</p><p></p><p>As long as the GM has players who want to play his game, he is justified in running any game he wants.</p><p></p><p>As long as a player is still welcome in a game, he is justified in running his character any way he wants.</p><p></p><p>A wise GM doesn't wait until every player is gone before considering his game; a wise player doesn't wait until he is booted from every game before he considers his playing.</p><p></p><p>If Bob is GMing, and Marcy and Joe want a different game, Bob absolutely does not need to "step down"; he can keep running a game for Sue and John. If Marcy then runs a game more like what she and Joe want, perhaps Bob, Sue, and/or John will also want to play in that game.</p><p></p><p>If, for some reason, Sue and John can only play in one game, then either Bob's or Marcy's gets them, depending upon which is closer to what Sue and John want.</p><p></p><p>The only reason Bob should "step down" is because he is tired of GMing.</p><p></p><p></p><p></p><p>This is no more, or less, true if reversed:</p><p></p><p>If your players sit around saying they don't know what to do, they have failed as players.</p><p></p><p>Either they lack immediate goals and motivations, or they're not choosing to play in the game they want to play.</p><p></p><p>Maybe the scenario sucks ("You're on a flat featureless plane with nothing to do.").</p><p></p><p>Maybe the players suck ("Can't you just tell us what to do?")</p><p></p><p>Or maybe the players simply have no experience with rpgs run so as to allow and expect them to make real choices. IMHO, and IME, this third is by far the most common cause. And, IMHO and IME, most players truly enjoy a game that allows and expects them to make real choices, assuming that it is run well. In fact, I would go so far as to say that I have never, ever, had a problem filling a table in this manner....my problem has always been the opposite. At what point do you start turning players away?</p><p></p><p></p><p>RC</p></blockquote><p></p>
[QUOTE="Raven Crowking, post: 5387340, member: 18280"] Nah. A GM "trains" his players as to the expectations of the campaign. Is it worthwhile to talk to NPCs? The GM should demonstrate that this is so [I][B]before[/B][/I] the wholesale slaughter begins. Is there a benefit to/expectation of mercy? Again, the GM should demonstrate that this is so [I][B]before[/B][/I] the wholesale slaughter begins. Do the PCs have to talk to NPCs or show mercy? No. But they might miss things if they do not. As long as the GM has players who want to play his game, he is justified in running any game he wants. As long as a player is still welcome in a game, he is justified in running his character any way he wants. A wise GM doesn't wait until every player is gone before considering his game; a wise player doesn't wait until he is booted from every game before he considers his playing. If Bob is GMing, and Marcy and Joe want a different game, Bob absolutely does not need to "step down"; he can keep running a game for Sue and John. If Marcy then runs a game more like what she and Joe want, perhaps Bob, Sue, and/or John will also want to play in that game. If, for some reason, Sue and John can only play in one game, then either Bob's or Marcy's gets them, depending upon which is closer to what Sue and John want. The only reason Bob should "step down" is because he is tired of GMing. This is no more, or less, true if reversed: If your players sit around saying they don't know what to do, they have failed as players. Either they lack immediate goals and motivations, or they're not choosing to play in the game they want to play. Maybe the scenario sucks ("You're on a flat featureless plane with nothing to do."). Maybe the players suck ("Can't you just tell us what to do?") Or maybe the players simply have no experience with rpgs run so as to allow and expect them to make real choices. IMHO, and IME, this third is by far the most common cause. And, IMHO and IME, most players truly enjoy a game that allows and expects them to make real choices, assuming that it is run well. In fact, I would go so far as to say that I have never, ever, had a problem filling a table in this manner....my problem has always been the opposite. At what point do you start turning players away? RC [/QUOTE]
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