Timeline for Why is the GM usually the driving force in RPG?
Current License: CC BY-SA 3.0
4 events
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| Oct 23, 2013 at 16:49 | comment | added | Alex P | @Vorac The indie-game community has this thing called the Czege Principle. Essentially: "when one person is the author of both the character's adversity and its resolution, play isn't fun." Which isn't to say that you can't have some part in declaring that there's a dragon now for you to fight, but the most successful story games generally have all kinds of structure that encourages an interplay between player and GM in establishing situation. Moreover, you don't just get to kill the dragon because you're "supposed to." | |
| Oct 23, 2013 at 15:38 | comment | added | TimothyAWiseman | @Vorac It is fairly common. Narrative games are exactly that way. If I play a knight in a non-narrative RPG then I can't just proclaim that there is a dragon, but I can come close. I can tell the GM that I want a dragon and most GMs will accommodate. Some may tell me that I'm asking for a plot-coupon and then agree on the condition that I play along with something else to help the GM's plot later on. | |
| Oct 23, 2013 at 11:49 | comment | added | Vorac | "but the GM decides (or at least knows) how everyone and everything else reacts." but why. Couldn't the knight in the group need, for narrativistic reasons, need to kill a dragon, so the player proclaims that a dragon is menacing the city that the group is about to visit? Apparently this is possible, but why is it not common? | |
| Oct 23, 2013 at 11:04 | history | answered | Tim Lymington | CC BY-SA 3.0 |