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Why I don't GM by the nose
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<blockquote data-quote="Beginning of the End" data-source="post: 5388971" data-attributes="member: 55271"><p>What you wrote (emphasis added): "I don't care how the dried oranges might interact with the statue or <strong>whatever else you had in mind</strong>."</p><p></p><p>What the OP explicitly stated was that he DIDN'T have anything in mind. But your perception of gaming is so heavily skewed that you are apparently completely incapable of parsing that. Even now your post is still drenched with the expectation that the GM has hidden some sort of "puzzle" the he wants you to "solve" in a pre-determined way as if you were playing <em>Myst</em> on a computer.</p><p></p><p></p><p></p><p>IOW, you want to make a blind skill check in the hope that, if you succeed, the GM will tell you "whatever they had in mind".</p><p></p><p>But, again, the GM doesn't have anything in mind. Your are proceeding from a completely false premise, but are apparently possessed of such massive bias that you can't even acknowledge your fundamental failure when people point it out to you explicitly.</p><p></p><p></p><p></p><p>Someone who literally cannot play if the GM isn't leading them around by the nose is, as far as I'm concerned, a broken player. Until they're fixed they are literally incapable of playing in games that I run.</p><p></p><p>Similarly, I would consider the opposite someone who refuses to follow up on any points of interest or scenario hooks presented by the GM on the general principle that "you should never do what you think the GM wants you to do" is also broken.</p><p></p><p>Although now that I think about it, while the latter is problematic for a railroaded game in roughly the same way that a "I must be led by the nose" player is problematic for a non-railroaded game, the root of the problem remains the assumption that the GM has an agenda (that must be either (a) followed or (b) thwarted). If the GM has no agenda, both types of broken players are equally problematic.</p></blockquote><p></p>
[QUOTE="Beginning of the End, post: 5388971, member: 55271"] What you wrote (emphasis added): "I don't care how the dried oranges might interact with the statue or [b]whatever else you had in mind[/b]." What the OP explicitly stated was that he DIDN'T have anything in mind. But your perception of gaming is so heavily skewed that you are apparently completely incapable of parsing that. Even now your post is still drenched with the expectation that the GM has hidden some sort of "puzzle" the he wants you to "solve" in a pre-determined way as if you were playing [i]Myst[/i] on a computer. IOW, you want to make a blind skill check in the hope that, if you succeed, the GM will tell you "whatever they had in mind". But, again, the GM doesn't have anything in mind. Your are proceeding from a completely false premise, but are apparently possessed of such massive bias that you can't even acknowledge your fundamental failure when people point it out to you explicitly. Someone who literally cannot play if the GM isn't leading them around by the nose is, as far as I'm concerned, a broken player. Until they're fixed they are literally incapable of playing in games that I run. Similarly, I would consider the opposite someone who refuses to follow up on any points of interest or scenario hooks presented by the GM on the general principle that "you should never do what you think the GM wants you to do" is also broken. Although now that I think about it, while the latter is problematic for a railroaded game in roughly the same way that a "I must be led by the nose" player is problematic for a non-railroaded game, the root of the problem remains the assumption that the GM has an agenda (that must be either (a) followed or (b) thwarted). If the GM has no agenda, both types of broken players are equally problematic. [/QUOTE]
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