tag:blogger.com,1999:blog-6292905425253321360.post4715279100557644725..comments2024-03-20T13:44:56.466-07:00Comments on Station53: GM's Water Cooler: Choosing Your Own AdventureMichael H Lindseyhttp://www.blogger.com/profile/13746830803080461290noreply@blogger.comBlogger2125tag:blogger.com,1999:blog-6292905425253321360.post-89342112527272271782013-10-01T07:57:45.329-07:002013-10-01T07:57:45.329-07:00I agree in regards to unpredictability - this is, ...I agree in regards to unpredictability - this is, in fact, why you are playing with other people, right? For me there's something very alluring about the possibility of, as a player, having a wide-open world in front of you. Its then a true sandbox, and the whole process functions like a great improv comedy session with dice. <br /><br />One thing most games offer to the player is the illusion of choice. Sure, they can do whatever they want, but I'm going to strongly hint what path I want them to take, or offer some token to get them to choose that path (implied xp rewards, advancement of the plot, resolving a multi-session issue, etc). Hell, as a young Dungeon Master, keeping my rolls hidden from the players so I could change them when I wanted, 'Illusion of Choice' was my gaming mantra, so that sessions stayed on track, and flowed the way I wanted them to. The older I get, the more I want to simply be an instrument of reactivitiy, or, even more so, a facilitator for players to tell whatever story is in their head. It was a big moment for me when I started rolling in front of my players!<br /><br />This wide-open style is not an end-all goal to supersede any other method of playing, just a different style of play, no more or less valid than the paradigms you outlined above. As a player (and a GM), I find this method quite intriguing, and full of a whole other set of gameplay possibilities.Anonymoushttps://www.blogger.com/profile/02392597801807719431noreply@blogger.comtag:blogger.com,1999:blog-6292905425253321360.post-5954707547047499102013-09-30T23:32:40.966-07:002013-09-30T23:32:40.966-07:00I have yet to go into a GM session with 0% prep: I...I have yet to go into a GM session with 0% prep: I probably could, but it's not my style. My style is:<br /><br />- Go in with 3-7 'unsinkable objects'; these are the things essential to the session. Four to five of these is probably the magic number.<br /><br />- Bring toys! You shouldn't be introducing any more than 1-2 new characters per scene (so that makes 1-2 per unsinkable). More characters than that is fine, but they should be well-known by your group already. Any more than this and things get muddy.<br /><br />- Be reactive. Your players, oddly enough, are your BEST FRIENDS as GM. They will come up with things you had not thought of in prep. Reward their expectations- or dash them- but always keep them in mind. Whatever you have planned will become more interesting when you hit the gaming table. And with that in mind:<br /><br />- The dice are your absolute best friends! Whatever you thought might or might not happen, the dice have the final say. The dice can make thing happen that neither you or the table planned for...and that is extra awesome. Submit to the power of the dice, and they will lead you to unexpected treasures.<br /><br />And that is all I have to say on this matter, apart from this: if you 100% know what is going to happen in each session as either player or GM, someone is doing it wrong. The beauty of the genre is a degree of unpredictability..otherwise you are better off playing tic-tac-toe.Michael H Lindseyhttps://www.blogger.com/profile/13746830803080461290noreply@blogger.com