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You're doing what? Surprising the DM
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<blockquote data-quote="Celebrim" data-source="post: 6098712" data-attributes="member: 4937"><p>Again, read the essay I wrote. Building a world where the only thing engaging is in the cave is by definition a 'Small World'. If you want to avoid a railroad, you can't build a Small World. </p><p></p><p></p><p></p><p>False choice again. Regardless of system, the GM acts in the interest of the players. The GM exists to entertain the players. Every time I'm getting ready for a session, my underlying motivation is, "What will be fun for the players?" However, the reverse is true. The players exist to entertain the GM as well. There are GM roles and player roles, but everyone is playing the game together. The game involves mutually revolving around each others interests, in as much as the player's know that the GM wants to see their self-expression and is delighted by it and they want to see the GM's creativity and self-expression and are delighted by it. In both D&D and BW, the GM generally frames scenes which could at some level be said to be against the immediate interest of the players and characters. A character with the goal, "Become wealthy and powerful.", could have his goal met in one scene. But in practice, both the GM and player realize that implicitly the goal is "Earn wealth and power." and in fact the player expects the path to his goal to be difficult and is going to enjoy the journey. A player with the goal, "Live out the fantasy of being wealthy and powerful", can have his immediate need met as well, but it isn't necessarily the best for the game because stories that are interesting usually involve conflict. The players want the journey to be hard, just not 'too hard'.</p><p></p><p>I think the question isn't whose interests are being act in, but rather who gets to make the choice.</p><p></p><p></p><p></p><p>Seriously, I'd love to see some example formats for modules in which the players hook the DM based off their arbitrarily chosen interests. Aren't modules by definition preparing scene and setting, so doesn't the hook have to come from the author? Is the GM normally the sole owner of the module and protector of its secrets, so where else do you expect hooks to come from?</p></blockquote><p></p>
[QUOTE="Celebrim, post: 6098712, member: 4937"] Again, read the essay I wrote. Building a world where the only thing engaging is in the cave is by definition a 'Small World'. If you want to avoid a railroad, you can't build a Small World. False choice again. Regardless of system, the GM acts in the interest of the players. The GM exists to entertain the players. Every time I'm getting ready for a session, my underlying motivation is, "What will be fun for the players?" However, the reverse is true. The players exist to entertain the GM as well. There are GM roles and player roles, but everyone is playing the game together. The game involves mutually revolving around each others interests, in as much as the player's know that the GM wants to see their self-expression and is delighted by it and they want to see the GM's creativity and self-expression and are delighted by it. In both D&D and BW, the GM generally frames scenes which could at some level be said to be against the immediate interest of the players and characters. A character with the goal, "Become wealthy and powerful.", could have his goal met in one scene. But in practice, both the GM and player realize that implicitly the goal is "Earn wealth and power." and in fact the player expects the path to his goal to be difficult and is going to enjoy the journey. A player with the goal, "Live out the fantasy of being wealthy and powerful", can have his immediate need met as well, but it isn't necessarily the best for the game because stories that are interesting usually involve conflict. The players want the journey to be hard, just not 'too hard'. I think the question isn't whose interests are being act in, but rather who gets to make the choice. Seriously, I'd love to see some example formats for modules in which the players hook the DM based off their arbitrarily chosen interests. Aren't modules by definition preparing scene and setting, so doesn't the hook have to come from the author? Is the GM normally the sole owner of the module and protector of its secrets, so where else do you expect hooks to come from? [/QUOTE]
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