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Why is it a bad thing to optimise?
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<blockquote data-quote="CuRoi" data-source="post: 5653271" data-attributes="member: 98032"><p>We're getting off topic so sorry I started the move - but I'm really fascinated by this "I am the GM and I provide zero story direction" concept. I just don't quite get it.</p><p> </p><p>I, as GM for my games spend hours putting together a detailed campaign world and let the players explore it. As they move around, there are any number of factions that are living breathing entities that will pursue whatever ends they wish REGARDLESS whether the PCs decide to stay home and bake cookies or whether they involve themselves in some sort of external "plot". This is the external story. How the players approach it is up to them, but I am constantly aware of what it entails.</p><p> </p><p>Many times, I'll throw in things which I did not have in this world design based on perhaps their characters interests/skills/abilities or even based on their ideas. </p><p> </p><p>So, that's where my incredulity starts here - a GM that just sits down with some players and says "ok, you are a human cleric, a human fighter and an elf mage...ummm what next?" Seems like an interesting concept. Sort of a round robin story creation thing?</p><p> </p><p>Cleric says "We're in a tavern!" Fighter says "I order a beer!" Elf says "There's a dungeon nearby, lets go explore it!" </p><p> </p><p>What exactly is the GMs job if you aren't providing a living, breathing world for them to explore? And if you are providing that world you are in fact providing the story space they move in. Given you created the world, there must be some semblance of YOU telling them the story. Given that, it seems only in the itnerest of fun to give the players htings to encounter every now and then that will highlight the players abilities and give them interesting things to do with the PC they put a lot of thought into.</p><p> </p><p>I think the most boring story you could ever read would be one where the main characters never find ways to show off their skills. Of course, if you are letting the players create all the scenarios on the fly, I suppsoe you get aorund this issue.</p><p> </p><p>Usually, at my table, the players want to know say, what tavern they are in, what city they are in, who else is in the tavern etc. I'm providing a good deal of the background and things which may (or may not) motivate players ot act. I am pretty much a driving force in the "story" department as it unfolds. </p><p> </p><p>I suppose what you guys are describing is an entirely collaborative effort where players just make some characters and then proceed to describe the world around them and al of their motivations for engagement in that world? Interesting!</p></blockquote><p></p>
[QUOTE="CuRoi, post: 5653271, member: 98032"] We're getting off topic so sorry I started the move - but I'm really fascinated by this "I am the GM and I provide zero story direction" concept. I just don't quite get it. I, as GM for my games spend hours putting together a detailed campaign world and let the players explore it. As they move around, there are any number of factions that are living breathing entities that will pursue whatever ends they wish REGARDLESS whether the PCs decide to stay home and bake cookies or whether they involve themselves in some sort of external "plot". This is the external story. How the players approach it is up to them, but I am constantly aware of what it entails. Many times, I'll throw in things which I did not have in this world design based on perhaps their characters interests/skills/abilities or even based on their ideas. So, that's where my incredulity starts here - a GM that just sits down with some players and says "ok, you are a human cleric, a human fighter and an elf mage...ummm what next?" Seems like an interesting concept. Sort of a round robin story creation thing? Cleric says "We're in a tavern!" Fighter says "I order a beer!" Elf says "There's a dungeon nearby, lets go explore it!" What exactly is the GMs job if you aren't providing a living, breathing world for them to explore? And if you are providing that world you are in fact providing the story space they move in. Given you created the world, there must be some semblance of YOU telling them the story. Given that, it seems only in the itnerest of fun to give the players htings to encounter every now and then that will highlight the players abilities and give them interesting things to do with the PC they put a lot of thought into. I think the most boring story you could ever read would be one where the main characters never find ways to show off their skills. Of course, if you are letting the players create all the scenarios on the fly, I suppsoe you get aorund this issue. Usually, at my table, the players want to know say, what tavern they are in, what city they are in, who else is in the tavern etc. I'm providing a good deal of the background and things which may (or may not) motivate players ot act. I am pretty much a driving force in the "story" department as it unfolds. I suppose what you guys are describing is an entirely collaborative effort where players just make some characters and then proceed to describe the world around them and al of their motivations for engagement in that world? Interesting! [/QUOTE]
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