tag:blogger.com,1999:blog-2513019539869706574.post5335263604505320384..comments2024-03-28T22:10:04.089+08:00Comments on Monsters and Manuals: S. John Ross Speaks Words of WisdomUnknownnoreply@blogger.comBlogger7125tag:blogger.com,1999:blog-2513019539869706574.post-38703546641759683592009-07-01T01:23:38.499+08:002009-07-01T01:23:38.499+08:00I run sandbox games myself. My job isn't to m...I run sandbox games myself. My job isn't to make a story, my job is to make a setting in which the PC's can create whichever story they wish (though a little heads up is nice..If you want a pirate story let me know so there will be an ocean nearby). The actions (including death) they set forth for their characters is the story, I view myself as a referee to manage the environment in resposne to their actions, not cram a story down their throat. That is just how I enjoy running a game. Im lazy and I want the players to bring the entertainment :PZzarchovhttps://www.blogger.com/profile/07714805545939725730noreply@blogger.comtag:blogger.com,1999:blog-2513019539869706574.post-73449200666253885592009-06-30T10:30:10.336+08:002009-06-30T10:30:10.336+08:00China Mieville's in with the gang now. All is ...China Mieville's in with the gang now. All is forgiven. Didn't you get the newsletter? ;)noismshttps://www.blogger.com/profile/09933436762608669966noreply@blogger.comtag:blogger.com,1999:blog-2513019539869706574.post-74738578607481093642009-06-30T10:13:25.239+08:002009-06-30T10:13:25.239+08:00Yeah! S. John Ross! Yeah! Noisms!
Also, can we ki...Yeah! S. John Ross! Yeah! Noisms!<br />Also, can we kick that China Martinsville guy some more?E.G.Palmerhttps://www.blogger.com/profile/10229893317543621720noreply@blogger.comtag:blogger.com,1999:blog-2513019539869706574.post-88866388735917876872009-06-30T08:46:47.763+08:002009-06-30T08:46:47.763+08:00faustusnotes: And re: the criminal pcs, isn't ...<b>faustusnotes</b>: <i>And re: the criminal pcs, isn't killing them for criminal acts exactly the antithesis of S John Ross's wisdom? You don't want them beaching your story by going criminal so you kill them?</i><br /><br />You're not killing them for breaching the story because there is no story outside of what the PCs decide. You're killing them because those are the terms on which the game world works - actions have consequences and committing criminal acts in an <i>obvious</i> and <i>easily discoverable way</i> will likely result in being killed/imprisoned. It says nothing about committing criminal acts in a clever, subtle and creative way, which is the kind of behaviour that makes for a good game in my experience. <br /><br /><i>I suppose my thought is that, the less people die, the more attached they get to their characters, the more involved in the story, and the less likely to risk themselves.</i><br /><br />This is absolutely true, but the best reason for people dying less often is good and intelligent play, not because the GM is letting them off the hook when they do stupid things. <br /><br />This is all pretty 'gamist' of course and I know some groups would object. But those people are wrong, dammit! ;)noismshttps://www.blogger.com/profile/09933436762608669966noreply@blogger.comtag:blogger.com,1999:blog-2513019539869706574.post-45352625632115699862009-06-30T05:11:20.769+08:002009-06-30T05:11:20.769+08:00I think I am going to have to do a post on death, ...I think I am going to have to do a post on death, because i get the sense from reading on these here intertubes that different GMs have very different ideas about it.<br /><br />But I'm not sure if I know what you mean by "story". I run campaigns, not disconnected adventures. Is that a story? Or by "story" do you mean "linear narrative with only one option at each step"? Because I don't think I do that. And I don't think death is incompatible with the former. Maybe not even the latter (don't know, never tried it as far as I know). And re: the criminal pcs, isn't killing them for criminal acts exactly the antithesis of S John Ross's wisdom? You don't want them beaching your story by going criminal so you kill them? <br /><br />I suppose my thought is that, the less people die, the more attached they get to their characters, the more involved in the story, and the less likely to risk themselves.Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-2513019539869706574.post-49063590755616380372009-06-30T03:51:19.582+08:002009-06-30T03:51:19.582+08:00Indeed.
PC fear of death = Player tries hard to h...Indeed.<br /><br />PC fear of death = Player tries hard to hold on to the player they rolled up and named and love so much = Player resorts to clever and ccreative tactics = Game "story" consists of a string of clever and creative tactics used against seemingly implacable foes = a classic pulp story.Zak S.http://www.roadofknives.comnoreply@blogger.comtag:blogger.com,1999:blog-2513019539869706574.post-51428929499000565542009-06-29T20:53:39.967+08:002009-06-29T20:53:39.967+08:00Preach it, Brother!Preach it, Brother!John Miskimenhttps://www.blogger.com/profile/05903992788094485597noreply@blogger.com