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You're doing what? Surprising the DM
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<blockquote data-quote="pemerton" data-source="post: 6105593" data-attributes="member: 42582"><p>Maybe I'm unusual, but I can enjoy colour that doesn't figure as an immediate object of exploration.</p><p></p><p>In my 4e game, the existence of a fallen minotaur empire has been a recurring motif - minotaur ruins, minotaur statues, mintotaur tombs, etc. This also relates to the backstory of the dwarf PC, because the dwarves, after gaining their freedom from the giants, were tutored by the minotaurs. This is important in the game although it has not been an immediate object of exploration in play.</p><p></p><p>If I was playing a game with a Sultan, I would certainly expect the area to contain deserts and palm trees rather than snowfields and oak fore</p><p></p><p>The intraparty roleplay was in a context, and framed against story elements other than the PCs - feuds, loyalties, hopes, enemies etc. It was contextually embedded.</p><p></p><p>I don't think this is Hussar's view of it.</p><p></p><p>My general view is that the players' judgement of what's important is the determinative one.</p><p></p><p>Again, I think this is something where the players' views are determinative.</p><p></p><p>No disagreement with that! This is exactly how the desert and the hiring should have been handled, it seems to me.</p><p></p><p>No. The ones who died fighting hobgolbins died fighting, and made a difference to the resolution - they both delivered damage and took it.</p><p></p><p>I think everyone wants that.</p><p></p><p>But not everyone enjoys the same things. For some players, exploring the GM's setting is enjoyable in its own right. (On the current "new world for 5e?" thread, one poster said that his/her main enjoyment in an RPG is exploring the gameworld.) For others, they enjoy different things, like formulating and pursing PC goals. They want something more player driven.</p><p></p><p>What counts as a good game, or good GMing, for one sort of player might be a bad game, or bad GMing, for another. I know that when I was starting out as a GM, and tried to follow advice in Gygax's DMG and in old White Dwarf magazines - roughly, Gygaxian "skilled play" (and Lewis Pulsipher was the main White Dwarf advocate for that form of play) - my game was pretty ordinary.</p><p></p><p>Conversely, the more I've shifted towards a scene-framing approach that downplays exploration and emphasises player-cued situations, the better my game has become.</p><p> </p><p>Introducing complications is a key GM role, in my preferred approach to play. The idea is to introduce complications that riff off the players, push them hard, respond to their cues, keep the game moving.</p><p></p><p>On my preferred approach, it's sufficient evidence that I've done a bad job, and failed to keep the game moving, when there are 90 minute sequences that the players are complaining about!</p><p></p><p>Though I don't use random generation in the way [MENTION=89537]Jacob Marley[/MENTION] described, the examples he gives - like closed gates or a city under siege - are closer to the sorts of complications I would use. They introduce tension and challenge into the situation the players' care about, rather than try to shift the focus of the game to something else that the players haven't signalled any interest in.</p><p></p><p>I guess I see the situation a bit differently. A GM who wants to cultivate trust should send clear signals. And a GM who frames scenes without clear signals runs the risk that they will fall flat.</p><p></p><p>Part of the measure of a GM, for me, is how they handle that sort of situation, and how they resond to it. [MENTION=53286]Lwaxy[/MENTION] gave a nice example upthread of how he dealt with it.</p></blockquote><p></p>
[QUOTE="pemerton, post: 6105593, member: 42582"] Maybe I'm unusual, but I can enjoy colour that doesn't figure as an immediate object of exploration. In my 4e game, the existence of a fallen minotaur empire has been a recurring motif - minotaur ruins, minotaur statues, mintotaur tombs, etc. This also relates to the backstory of the dwarf PC, because the dwarves, after gaining their freedom from the giants, were tutored by the minotaurs. This is important in the game although it has not been an immediate object of exploration in play. If I was playing a game with a Sultan, I would certainly expect the area to contain deserts and palm trees rather than snowfields and oak fore The intraparty roleplay was in a context, and framed against story elements other than the PCs - feuds, loyalties, hopes, enemies etc. It was contextually embedded. I don't think this is Hussar's view of it. My general view is that the players' judgement of what's important is the determinative one. Again, I think this is something where the players' views are determinative. No disagreement with that! This is exactly how the desert and the hiring should have been handled, it seems to me. No. The ones who died fighting hobgolbins died fighting, and made a difference to the resolution - they both delivered damage and took it. I think everyone wants that. But not everyone enjoys the same things. For some players, exploring the GM's setting is enjoyable in its own right. (On the current "new world for 5e?" thread, one poster said that his/her main enjoyment in an RPG is exploring the gameworld.) For others, they enjoy different things, like formulating and pursing PC goals. They want something more player driven. What counts as a good game, or good GMing, for one sort of player might be a bad game, or bad GMing, for another. I know that when I was starting out as a GM, and tried to follow advice in Gygax's DMG and in old White Dwarf magazines - roughly, Gygaxian "skilled play" (and Lewis Pulsipher was the main White Dwarf advocate for that form of play) - my game was pretty ordinary. Conversely, the more I've shifted towards a scene-framing approach that downplays exploration and emphasises player-cued situations, the better my game has become. Introducing complications is a key GM role, in my preferred approach to play. The idea is to introduce complications that riff off the players, push them hard, respond to their cues, keep the game moving. On my preferred approach, it's sufficient evidence that I've done a bad job, and failed to keep the game moving, when there are 90 minute sequences that the players are complaining about! Though I don't use random generation in the way [MENTION=89537]Jacob Marley[/MENTION] described, the examples he gives - like closed gates or a city under siege - are closer to the sorts of complications I would use. They introduce tension and challenge into the situation the players' care about, rather than try to shift the focus of the game to something else that the players haven't signalled any interest in. I guess I see the situation a bit differently. A GM who wants to cultivate trust should send clear signals. And a GM who frames scenes without clear signals runs the risk that they will fall flat. Part of the measure of a GM, for me, is how they handle that sort of situation, and how they resond to it. [MENTION=53286]Lwaxy[/MENTION] gave a nice example upthread of how he dealt with it. [/QUOTE]
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