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Pen & Paper Roleplaying Central => Pen and Paper Roleplaying Games (RPGs) Discussion => Topic started by: RPGPundit on November 26, 2019, 12:11:30 AM

Title: DMs: Don't cripple your PC's sense of purpose!
Post by: RPGPundit on November 26, 2019, 12:11:30 AM
In this video I talk a lot about Watchmen and other recent SJW media, and then about how the idea that "the DM should always be in charge of keeping his players entertained"; is bullshit.


[video=youtube_share;mibby3pvtYM]https://youtu.be/mibby3pvtYM[/youtube]
Title: DMs: Don't cripple your PC's sense of purpose!
Post by: hedgehobbit on November 26, 2019, 06:23:07 PM
I don't think you proved your point. Saying that "The DM is responsible for entertaining the players" only means that the DM should be prep adventures that the players would enjoy, not that he should let the players do whatever they want.

Even if you are using a living world style sandbox, you can still prep for a wide variety of mission types; mystery, action, combat, political etc, just to see what the players are interested. If your players are constantly choosing the mystery-type adventure hooks, then prep more of that type of adventure.
Title: DMs: Don't cripple your PC's sense of purpose!
Post by: RPGPundit on November 27, 2019, 01:55:30 AM
The incorrect concept of "the DM is responsible for entertaining the players" is in many ways the opposite of "he should let the players do whatever they want".
Title: DMs: Don't cripple your PC's sense of purpose!
Post by: Omega on December 03, 2019, 12:03:42 PM
As allways there will be extreems.

"The DM must make EVERY waking moment EXCITEMENT!" vs "The Players are left totally to their own devices to make EXCITEMENT!"

The optimal is somewhere in between. Which is why so many like free roaming settings and points of interest adventures where the PCs have free reign to go wherever. But there are prepped places that they can learn about or discover. Or even set off on their own thing.

Obviously not all players like this style and some really do not like it and prefer at least some sort of structure or quest to work from. Hence why modules are so popular. Especially ones that allow a fair amount of freedom to roam and go at things from different angles.
Title: DMs: Don't cripple your PC's sense of purpose!
Post by: jhkim on December 03, 2019, 01:42:34 PM
Quote from: Omega;1115548As allways there will be extreems.

"The DM must make EVERY waking moment EXCITEMENT!" vs "The Players are left totally to their own devices to make EXCITEMENT!"

The optimal is somewhere in between. Which is why so many like free roaming settings and points of interest adventures where the PCs have free reign to go wherever. But there are prepped places that they can learn about or discover. Or even set off on their own thing.
I disagree about the middle-of-the-road idea. There is certainly a spectrum, and there can be fun games at many different places on the spectrum.

At one extreme, there are some games where the PCs are agents who are handed specific missions -- like James Bond 007, various military RPGs, or Paranoia. The PCs are handed missions and go on them, and that's fine. On the other hand, there are more completely sandbox games where the PCs develop their own troubles, and that can also be great. Or more extreme might be a complete improv game - like some story games.
Title: DMs: Don't cripple your PC's sense of purpose!
Post by: RPGPundit on December 07, 2019, 06:12:19 AM
Quote from: Omega;1115548As allways there will be extreems.

"The DM must make EVERY waking moment EXCITEMENT!" vs "The Players are left totally to their own devices to make EXCITEMENT!"

The optimal is somewhere in between. Which is why so many like free roaming settings and points of interest adventures where the PCs have free reign to go wherever. But there are prepped places that they can learn about or discover. Or even set off on their own thing.

Obviously not all players like this style and some really do not like it and prefer at least some sort of structure or quest to work from. Hence why modules are so popular. Especially ones that allow a fair amount of freedom to roam and go at things from different angles.

Well, yes and no. Did you watch the video?

I point out that a game where the PCs are not given an environment where they can adequately be entertained while left to their own devices is bad. But the balance isn't "sometimes I'll lead them by the nose and sometimes not", it's to create a rich and living world that interacts with them.
Title: DMs: Don't cripple your PC's sense of purpose!
Post by: Omega on December 07, 2019, 06:57:26 AM
Right. That is what meant by a middle ground where you have a living setting and the players can go about it however.

The 5e Essentials box is that to a degree. As the PCs do stuff of their own choosing, eventually new options open up. So you have an area to free roam and a central locale where some tasks are given.
Bemusingly some of the early Dragonlance modules were this. The PCs were free to roam and stuff happened as time passed, on top of the locations that might be stumbled upon. Just with a central goal in mind once things kick off.

And you still "uh" alot. But as usual, that all but stops once you get revved up on a subject.
Title: DMs: Don't cripple your PC's sense of purpose!
Post by: RPGPundit on December 11, 2019, 01:17:54 AM
It's probably because I never work on a script. So it takes me a little time to get into what I'm going to talk about.
Title: DMs: Don't cripple your PC's sense of purpose!
Post by: tenbones on December 11, 2019, 11:43:51 AM
I prefer it unscripted. You can always do something in the middle - just jot down topic-notes to remind you while you're extemporaneously talking. This way you don't lose the spontaneity but you can zig-back from any digression without missing a beat.
Title: DMs: Don't cripple your PC's sense of purpose!
Post by: Omega on December 11, 2019, 04:48:08 PM
Script isnt the issue. Its the indecision or lack of focus that tends to bring out the "uh"s. A script can help. But some are actually worse reading off one that without.