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You're doing what? Surprising the DM
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<blockquote data-quote="JamesonCourage" data-source="post: 6108307" data-attributes="member: 6668292"><p>Okay, with you so far. Good job, you killed the grell!</p><p></p><p>Yes.</p><p></p><p>Yes.</p><p></p><p>Fun. Interaction with a "real" world. Makin contacts that you might use later.</p><p></p><p>"IMO", or "IME"? Because, if it's "IMO" then I disagree, and if it's "IME", then "ME" differs.</p><p></p><p>Really, you seem to think the GM is out to get you. Don't worry, I'm not. I'm just using NPCs with motivations, like real people have. And that grell will have a reason to be where it is. And the town will have a real reason to hire you. And so on. It's just a style of game, not an all-out assault on players. I'm not out to ruin the fun my players want; I'm here to have fun and enhance their fun.</p><p></p><p>You don't like that kind of game, which is fine. But, why try to take shots at people who do? The whole "the GM will force people to do this" thing is totally unnecessary. If you feel you've been misrepresented or attacked in this thread, are you just doing it to other people out of some need to take shots back? I don't know, man. The whole "the GM will make the game unfun" thing is getting old. The GMs you say that to seem to be saying that good things and bad things can happen, and you seem to be saying "then bad things will always happen." No, they won't. They will sometimes, though. But hey, that's a lot of fun for some groups to explore. Why put it in the worst possible light? As always, play what you like <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>I agree with this. In my "Running a Game" chapter of my RPG, I describe railroading as "when your players arrive at the same destination regardless of the choices they make." That's not how you set up challenges in your game, from what I've read of them, or my understanding of them. I do describe that as "heavy-handed GMing", however, but I definitely don't use the negative terms that I use for railroading (my RPG says "Heavy-handed GMing forces decisions").</p><p></p><p>You can be very heavy-handed (by my book's definition) without railroading the players. And, you'd probably need to, if you're going to attempt your "all drama / tension, all the time" play style. I played a non-RPG game, one night, with my friends, where we sat around, and I presented a problem, and they would come to the "best" way to deal with it. As soon as they did, I'd introduce a new complication, and they'd "solve" it again. Then I'd introduce a new complication, etc. It was fun (and more fun with dice and a setting, in my opinion).</p><p></p><p>I think this is mostly true, though my understanding of his table is certain things are a little more "scripted" beforehand. Not anywhere near completely, but a player will tell manbearcat that he's interested in doing, say, a fall-and-redemption story in this campaign / story arc / whatever, and they'll work that in. I do agree with your statement, just wanted to clarify in the thread that, as far as I know, his style is a little more than that (though hopefully he'll correct me if I'm off). As always, play what you like <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="JamesonCourage, post: 6108307, member: 6668292"] Okay, with you so far. Good job, you killed the grell! Yes. Yes. Fun. Interaction with a "real" world. Makin contacts that you might use later. "IMO", or "IME"? Because, if it's "IMO" then I disagree, and if it's "IME", then "ME" differs. Really, you seem to think the GM is out to get you. Don't worry, I'm not. I'm just using NPCs with motivations, like real people have. And that grell will have a reason to be where it is. And the town will have a real reason to hire you. And so on. It's just a style of game, not an all-out assault on players. I'm not out to ruin the fun my players want; I'm here to have fun and enhance their fun. You don't like that kind of game, which is fine. But, why try to take shots at people who do? The whole "the GM will force people to do this" thing is totally unnecessary. If you feel you've been misrepresented or attacked in this thread, are you just doing it to other people out of some need to take shots back? I don't know, man. The whole "the GM will make the game unfun" thing is getting old. The GMs you say that to seem to be saying that good things and bad things can happen, and you seem to be saying "then bad things will always happen." No, they won't. They will sometimes, though. But hey, that's a lot of fun for some groups to explore. Why put it in the worst possible light? As always, play what you like :) I agree with this. In my "Running a Game" chapter of my RPG, I describe railroading as "when your players arrive at the same destination regardless of the choices they make." That's not how you set up challenges in your game, from what I've read of them, or my understanding of them. I do describe that as "heavy-handed GMing", however, but I definitely don't use the negative terms that I use for railroading (my RPG says "Heavy-handed GMing forces decisions"). You can be very heavy-handed (by my book's definition) without railroading the players. And, you'd probably need to, if you're going to attempt your "all drama / tension, all the time" play style. I played a non-RPG game, one night, with my friends, where we sat around, and I presented a problem, and they would come to the "best" way to deal with it. As soon as they did, I'd introduce a new complication, and they'd "solve" it again. Then I'd introduce a new complication, etc. It was fun (and more fun with dice and a setting, in my opinion). I think this is mostly true, though my understanding of his table is certain things are a little more "scripted" beforehand. Not anywhere near completely, but a player will tell manbearcat that he's interested in doing, say, a fall-and-redemption story in this campaign / story arc / whatever, and they'll work that in. I do agree with your statement, just wanted to clarify in the thread that, as far as I know, his style is a little more than that (though hopefully he'll correct me if I'm off). As always, play what you like :) [/QUOTE]
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