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Why we like plot: Our Job as DMs
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<blockquote data-quote="CharlesRyan" data-source="post: 5015473" data-attributes="member: 5265"><p>Some time ago--maybe a year--a guy posted a thread about an event in his campaign. The players were approaching a castle. There was a drain that appeared to go into the castle. Some of the players decided to explore the drain. The party was split, the adventure was sent off the rails, and an entire session was wasted--because the drain was irrelevant.</p><p></p><p>The GM was frustrated with this outcome. He insisted that the drain was appropriate, because it fit his design for the castle. But he was frustrated because his players reacted as though it were more significant than that.</p><p></p><p><em><u>That's</u></em> why GMs care about the path. Because they know, from their position behind the screen, that in one direction the game is fun, and in another direction it isn't.</p><p></p><p>Perhaps you find a session or two of exercising the getting lost rules and fighting random encounters to be fun. More power to you, and to your gaming group.</p><p></p><p>But many people do not. They would consider that wasted time, especially if there are courses of action that are more meaningful to them.</p><p></p><p>I'd like to point out that this is a simplistic example, with a slate of very simplistic solutions offered. As plot-oriented as I am, I'd like to think that I rarely create a situation where a successful game relies on the players sticking to such a prescribed course, or that I couldn't roll with the players' unexpected choice and find a way for my storyline to progress without undoing their choice.</p></blockquote><p></p>
[QUOTE="CharlesRyan, post: 5015473, member: 5265"] Some time ago--maybe a year--a guy posted a thread about an event in his campaign. The players were approaching a castle. There was a drain that appeared to go into the castle. Some of the players decided to explore the drain. The party was split, the adventure was sent off the rails, and an entire session was wasted--because the drain was irrelevant. The GM was frustrated with this outcome. He insisted that the drain was appropriate, because it fit his design for the castle. But he was frustrated because his players reacted as though it were more significant than that. [I][U]That's[/U][/I] why GMs care about the path. Because they know, from their position behind the screen, that in one direction the game is fun, and in another direction it isn't. Perhaps you find a session or two of exercising the getting lost rules and fighting random encounters to be fun. More power to you, and to your gaming group. But many people do not. They would consider that wasted time, especially if there are courses of action that are more meaningful to them. I'd like to point out that this is a simplistic example, with a slate of very simplistic solutions offered. As plot-oriented as I am, I'd like to think that I rarely create a situation where a successful game relies on the players sticking to such a prescribed course, or that I couldn't roll with the players' unexpected choice and find a way for my storyline to progress without undoing their choice. [/QUOTE]
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