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Why I don't GM by the nose
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<blockquote data-quote="C_M2008" data-source="post: 5389969" data-attributes="member: 65375"><p>I run a sandbox game so I felt that maybe I should chime in here.</p><p> </p><p>My game is sort of a blend of a sandbox game and a story based game, if I had to define it in in a phrase I would call it an evolving sandbox.</p><p> </p><p>The players are free to do whatever they want in the setting, they have many possible hooks of every type (puzzle, hack, treasure, intrigue, etc) based on what I know my players tend to like. All the players also have individual goals to pursue that they can get themselves imbroiled in if they choose. </p><p>However the villains of the setting aren't just going to sit back and do squat while the heroes go off chasing their goals. The villains will make progress towards their goals if the heroes don't intervene - the players have some leads to these things, some subtle, some obvious.</p><p> </p><p>Meanwhile settlements change overtime as monsters make trouble, immigrants come in, trade improves, disaster strikes, etc.</p><p> </p><p>The majority of the setting changes rotate around the players, although some are determined by NPC plots or random tables(the DM).</p><p>I also give the players further agency by giving the players "Narrative Points" - basically several times per session the players can use these to change the details of the setting in some way, choose how an NPC reacts, decide what that ancient piece of lore is, have a contact for information they need & etc. It's a relatively new introduction in my game, but so far it has met with solid reviews from my players.</p><p> </p><p>The players can have an exceptionally large amount of power in a game if the DM is willing to hand over some of the reins - I will admit this game has required an insane amount of initial prep and the willingness to let the players "murder my baby" (which can be hard to let go of at times) but it has been worth it so far.</p><p> </p><p>Just a bit of insight into how a give & take relationship with the players (who are also my friends - hopefully the case in most groups) - I'll let this get back to its regularly scheduled argument.</p></blockquote><p></p>
[QUOTE="C_M2008, post: 5389969, member: 65375"] I run a sandbox game so I felt that maybe I should chime in here. My game is sort of a blend of a sandbox game and a story based game, if I had to define it in in a phrase I would call it an evolving sandbox. The players are free to do whatever they want in the setting, they have many possible hooks of every type (puzzle, hack, treasure, intrigue, etc) based on what I know my players tend to like. All the players also have individual goals to pursue that they can get themselves imbroiled in if they choose. However the villains of the setting aren't just going to sit back and do squat while the heroes go off chasing their goals. The villains will make progress towards their goals if the heroes don't intervene - the players have some leads to these things, some subtle, some obvious. Meanwhile settlements change overtime as monsters make trouble, immigrants come in, trade improves, disaster strikes, etc. The majority of the setting changes rotate around the players, although some are determined by NPC plots or random tables(the DM). I also give the players further agency by giving the players "Narrative Points" - basically several times per session the players can use these to change the details of the setting in some way, choose how an NPC reacts, decide what that ancient piece of lore is, have a contact for information they need & etc. It's a relatively new introduction in my game, but so far it has met with solid reviews from my players. The players can have an exceptionally large amount of power in a game if the DM is willing to hand over some of the reins - I will admit this game has required an insane amount of initial prep and the willingness to let the players "murder my baby" (which can be hard to let go of at times) but it has been worth it so far. Just a bit of insight into how a give & take relationship with the players (who are also my friends - hopefully the case in most groups) - I'll let this get back to its regularly scheduled argument. [/QUOTE]
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