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You're doing what? Surprising the DM
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<blockquote data-quote="Hussar" data-source="post: 6126548" data-attributes="member: 22779"><p>Well, actually no. That's the problem with this conversation N'raac. You take everything I say to an extreme. What I said was that our immediate goals were resolved, but there are still long term goals to achieve. I'm not going to get into specifics because it would take too long and I hate gaming stories.</p><p></p><p>The problem is, we're at A and we know that C exists. We just don't know how to get from A to C. The group lacks information to make choices or to initiate action and the DM hasn't been forthcoming with more information. </p><p></p><p>Note, that's not breadcrumbs because "trail of breadcrumbs" means that the DM is laying out the path from beginning to end. No choices make any difference because we're always going to end up at the same place. If we engage the nomads, they will have things that will help us in the city. In a trail of breadcrumbs game, you automatically engage the nomads in some fashion because you know that the nomads are only there because they have resources for the group. The DM won't put stuff in the game unless it's useful to your goals.</p><p></p><p>But, in any case, the DM still functions as the window into the game universe. The players can only act on things that they know exist. Granted, they could ask, and in some games, they can assume, but, you still need some information to be able to get the ball rolling. As it stands, we're more or less flangeing around, trying to find the adventure. And, I really do blame the lack of group template for this. </p><p></p><p>Now, as far as playing in serial with each character's goal being taken in turn, well, no, that's your way of playing, apparently. The wizard gets to play out his goals and the cleric and the fighter get to wait their turn. So long as anyone is happy with what's going on, the rest of the group gets to wait their turn. </p><p></p><p>In a group template, none of the goals are mutually exclusive. So, you should be making progress in parallel with the entire group. No session should ever pass without some progress being made on the group's goals. Remember, at least two player's are tied to Bob, so, their goals are automatically forwarded when Bob makes progress. But, also, there should be several other group goals which are at least tangential to each other. So, making progress on one should trickle down to the others.</p><p></p><p>Imagine that we're playing with Bob. The cult has been defeated. But, is it completely defeated? Who was behind the cult? What about the being that is the focus of the cult? Right there, that's the next goal. But, how do you go from the smoking ruins of the cult's secret lair to finding Orcus himself? That's the point we're kinda at right now. We've solved the near term stuff, we still have the long term stuff and we're kinda stuck between the two.</p></blockquote><p></p>
[QUOTE="Hussar, post: 6126548, member: 22779"] Well, actually no. That's the problem with this conversation N'raac. You take everything I say to an extreme. What I said was that our immediate goals were resolved, but there are still long term goals to achieve. I'm not going to get into specifics because it would take too long and I hate gaming stories. The problem is, we're at A and we know that C exists. We just don't know how to get from A to C. The group lacks information to make choices or to initiate action and the DM hasn't been forthcoming with more information. Note, that's not breadcrumbs because "trail of breadcrumbs" means that the DM is laying out the path from beginning to end. No choices make any difference because we're always going to end up at the same place. If we engage the nomads, they will have things that will help us in the city. In a trail of breadcrumbs game, you automatically engage the nomads in some fashion because you know that the nomads are only there because they have resources for the group. The DM won't put stuff in the game unless it's useful to your goals. But, in any case, the DM still functions as the window into the game universe. The players can only act on things that they know exist. Granted, they could ask, and in some games, they can assume, but, you still need some information to be able to get the ball rolling. As it stands, we're more or less flangeing around, trying to find the adventure. And, I really do blame the lack of group template for this. Now, as far as playing in serial with each character's goal being taken in turn, well, no, that's your way of playing, apparently. The wizard gets to play out his goals and the cleric and the fighter get to wait their turn. So long as anyone is happy with what's going on, the rest of the group gets to wait their turn. In a group template, none of the goals are mutually exclusive. So, you should be making progress in parallel with the entire group. No session should ever pass without some progress being made on the group's goals. Remember, at least two player's are tied to Bob, so, their goals are automatically forwarded when Bob makes progress. But, also, there should be several other group goals which are at least tangential to each other. So, making progress on one should trickle down to the others. Imagine that we're playing with Bob. The cult has been defeated. But, is it completely defeated? Who was behind the cult? What about the being that is the focus of the cult? Right there, that's the next goal. But, how do you go from the smoking ruins of the cult's secret lair to finding Orcus himself? That's the point we're kinda at right now. We've solved the near term stuff, we still have the long term stuff and we're kinda stuck between the two. [/QUOTE]
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