Paul
Administrator
Posts: 1,839
|
Post by Paul on Sept 18, 2010 14:33:32 GMT -6
I was just thinking about something and wanted to write about it. When I run my games I tend to not go overboard on preparation. I mostly have one note card with some scenarios that I want to run. The views of the players may seem that they really have no control over what is happened, but what is going on is the players have FULL control over what is happening. There may be a situation where we are at XYZ place doing something. My note will simply say, we need code, persons 1,2,3 have it. Any of them will just give it to the group for the right price or if nice enough. If the players decide to use their brute strength to achieve this goal they will run into resistance, if they just play it casually they will get what they need. If the players run into resistance then the person with the code will have them do something for them, a side mission etc.
This leads the group into one of two directions.
1. The NPCs provided a side quest. 2. The PCs find the info and continue the mission.
This is NEVER obvious to the player but from a GM stand point the games are completely guided based on the player’s actions.
I just wanted everyone to know that this is my logic when I run a game. If at any time you want an explanation I will provide one.
|
|