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Thread: Custom Creations in a Game?
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2017-09-03, 08:07 PM (ISO 8601)
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- Jan 2015
Re: Custom Creations in a Game?
And again I think any normal complex game with a plot has to have some things some times be forced. The idea that the DM has to ask for the players permission and blessing for everything in the game is just silly. And people said they don't game that way...and have things happen, but then go around in circles to say the things that were forced were not forced and the railroading was not railroading.
It's not like everything has only ''one'' way, but it should not be an absolute game rule that there are ''dozens of ways for everything'' and whatever way the players pick is the ''right'' one. And a lot of ''ways'' might be beyond the characters, but still possible.
And again, the vast majority of DMs say they do such things. But it's ''Not Railroading'', even when it's one of the most common definitions. And this one goes right back to the crying players. The characters come to a door, and their characters fail to open it....and they cry ''Railroad''.
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2017-09-03, 09:33 PM (ISO 8601)
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Re: Custom Creations in a Game?
Is this DM's Anonymous?
I confess to using "Quantum Ogres" (or as I called it then, "being not perfect, but good enough").
Anyway, better advice than mine is available, so....
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2017-09-03, 10:57 PM (ISO 8601)
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- Jul 2014
Re: Custom Creations in a Game?
Originally Posted by Darth Ultron
This singular guard who escaped also just conveniently happens to have the pertinent info, since obviously not all details of the breakout are necessary?
Divination spells stopped existing?
All of the escaped prisoners vanished into thin air as well, leaving none of them available for questioning?
None of them have committed any crimes since and been recaptured in the past 3 years?
None of them have resumed their previous activities, leaving breadcrumbs to track them among the criminal underworld?
If so, you need a genuine reason for all of the above to be true beyond "because I said so."
This example is the kind of thing that makes the world seem hollow and unrealistic no matter how many fluffbooks you write about it.
Only Zagom's Tome of Magic has the secret password in it. Period.
There is not all ways six ways to do everything
]
And I do agree that fairly often there is only ''one way'' to do something. The players want their characters to do a ritual: it must be done at dawn. Period. The Iron Tower has no windows and only one door, so that is only one way in.
So this tower had better not have had people in it (because of aforementioned problems), and it likely couldn't have been used for any practical purposes in a medieval setting without sacrificing its arbitrary impenetrability. About the only practical purpose it could have would be storing something, but then why build the door?
This Iron Tower makes no rational sense as a structure, which is where this style breaks down:
It values its plot over having a world that makes logical sense, so it just won't make logical sense.Last edited by ImNotTrevor; 2017-09-04 at 03:19 PM.
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2017-09-03, 11:07 PM (ISO 8601)
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- Jul 2014
Re: Custom Creations in a Game?
Nothing in the complex histories of mankind was forced by an outside author. It does not follow that all complex storylines and sequences of events need an exterior author guiding the story.
The idea that the DM has to ask for the players permission and blessing for everything in the game is just silly.
And people said they don't game that way...and have things happen, but then go around in circles to say the things that were forced were not forced and the railroading was not railroading.
It's not like everything has only ''one'' way, but it should not be an absolute game rule that there are ''dozens of ways for everything'' and whatever way the players pick is the ''right'' one. And a lot of ''ways'' might be beyond the characters, but still possible.
For nearly any task, there is no single "correct" way. Not even cooking. (Multiple recipes for the same dish can be found)
Even in math you have multiple techniques to get to the same correct answer for the same problem in many cases.
In reality, nearly everything has more than one solution. Arbitrarily denying a solution because you didn't prep for it is stupid, and could be seen easily.
And again, the vast majority of DMs say they do such things. But it's ''Not Railroading'', even when it's one of the most common definitions. And this one goes right back to the crying players. The characters come to a door, and their characters fail to open it....and they cry ''Railroad''.
Hmmmmm.
Makes me think there's some fibbing going on somewhere.
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2017-09-04, 06:58 PM (ISO 8601)
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- Jan 2015
Re: Custom Creations in a Game?
But why anything could have happened. To say ''everyone in the whole world just knows everything about everything'' is just silly.
That is not ture.
Did you forget we are talking about an unrealistic fantasy world?
In real life no, but in fiction they do.
Well, your forgetting things like ''the crown jewels are in the royal vault'' , no no matter what if you want them you must get them out of here.
Or like say you want to post on a online forum, will you must use a device to get online, go to the forum and type out your post. But your like saying ''oh people post all the time without going online and connecting to the internet.''
If it helps, unlike most others it seems, I game with three types of people:
1.Good Friends. No problems here.
2.People I sort of know a tiny bit, but are not friends with and just game with. Some problems here.
3.Strangers. Lots of problems here.
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2017-09-04, 07:22 PM (ISO 8601)
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- Jul 2014
Re: Custom Creations in a Game?
Please go after a point I actually made, not one you invented from whole cloth for convenience.
That is not ture.
Did you forget we are talking about an unrealistic fantasy world?
In real life no, but in fiction they do.
You have no leg to stand on, here.
Well, your forgetting things like ''the crown jewels are in the royal vault'' , no no matter what if you want them you must get them out of here.
(It's also worth noting that saying "these inanimate objects are in one particular place by virtue of being inanimate objects" makes sense. Meanwhile "There is only one living person with access to knowledge about an event with widespread consequences and many different persons involved on a variety of levels, AND this same sole remaining individual conveniently happens to have pertinent information" is a wild stretch and does not make sense.)
Or like say you want to post on a online forum, will you must use a device to get online, go to the forum and type out your post. But your like saying ''oh people post all the time without going online and connecting to the internet.''
(Also I can get someone else to post for me, pulling me out of the loop, or set a bot to post regularly in my place. This is actually a solveable problem.)
And also worth noting that the only way you made this problem seem unsolvable was by wording the one solution as vaguely and all-encompassingly as possible, where your usual examples are more akin to "the only way to post on this forum is to go to Library Computer #4 at Hollybrook Library" and then get mad when people suggest that maybe a smartphone or PC may be just as good and accuse them of saying that they are insisting any object with a circuitboard could access the CIA mainframe.
In other words: you put arbitrary and stupid restrictions in your examples, and when they are pointed out as being arbitrary and stupid you attempt to do the same to the objection, except you have to make up your own objection because no one is as stupid as you require them to be to win on your own merit.
If it helps, unlike most others it seems, I game with three types of people:
1.Good Friends. No problems here.
2.People I sort of know a tiny bit, but are not friends with and just game with. Some problems here.
3.Strangers. Lots of problems here.
Wonder what it is you're doing wrong?
Hmmmmm.....Last edited by ImNotTrevor; 2017-09-04 at 09:02 PM.
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2017-09-05, 06:41 AM (ISO 8601)
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- Jan 2015
Re: Custom Creations in a Game?
Well, your point is that it is utterly impossible for their to be unknown things in the world right?
It's ok, I understand reality and know that is impossible. You will just wander all over the place and do the old 2+2=5 trick to make whatever you say possible or you will just be silly vague. And as you'd side table DM, it would be an impossible thing to do.
I guess it depends on what you think is believable. I'm fine with Cloud Castles, Ghosts, Time Portals, Intelligent Animated Skyships and Blink Cows for example. You seem to be stuck on ''everything must be exactly like Earth was in 1400'' or something like that.
Well, sure most films and TV show episodes and books have one writer. You can check the writing credit easy enough for most films and TV show episodes. And most books have it right on the cover. And there is a huge difference between ''some input'' and the actor ''writing the plot and story''. A good RPG works like that too. The players might say ''we want to do a murder mystery'' so the DM makes that adventure.
Like you are saying the Hobbit Actor would say ''tossing the ring into only one volcano is dumb. There are billions of ways to destroy a ring because I say so" and then the actor will re write the script and plot so they can melt the ring in a campfire.
Well, I guess you will never understand then.
I'd guess your the time of DM that has the others in the game be DM's too? So everyone just makes up everything? I guess that makes sense.
Well, you know you bring up ''reality'' a lot...and reality has restrictions.
We play different games. Mine is more the classic all powerful DM and limited players, you are doing the everyone is a DM hug. Though I'd also guess your playing the anti-D&D type games too.
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2017-09-05, 07:15 AM (ISO 8601)
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- Jul 2014
Re: Custom Creations in a Game?
No. Try re-reading what I've written. I know you can do it, buddy.
I believe in you.
It's ok, I understand reality and know that is impossible. You will just wander all over the place and do the old 2+2=5 trick to make whatever you say possible or you will just be silly vague. And as you'd side table DM, it would be an impossible thing to do.
Nice try, though, accusing me of the thing you're doing.
I guess it depends on what you think is believable. I'm fine with Cloud Castles, Ghosts, Time Portals, Intelligent Animated Skyships and Blink Cows for example. You seem to be stuck on ''everything must be exactly like Earth was in 1400'' or something like that.
Maybe try reading what I wrote instead of imagining something way more convenient for me to have written?
Well, sure most films and TV show episodes and books have one writer.
And there is a huge difference between ''some input'' and the actor ''writing the plot and story''. A good RPG works like that too. The players might say ''we want to do a murder mystery'' so the DM makes that adventure.
Shooting the sword guy in indiana jones.
Willy Wonka's entrance
"Most annoying sound in the world" gag from Dumb and Dumber
"We're gonna need a bigger boat" from Jaws
The entire Party Scene in Ghostbusters was done by Rick Moranis
And yes, RPGs are different from movies with actors because they allow for much cooler forms of collaboration, if you let them. If you don't collaborate with your players, then you'll never get anywhere beyond "basically LotR but worse in every way" with about as much emotional investment as anyone had for season 1 of Agents of Shield.
Like you are saying the Hobbit Actor would say ''tossing the ring into only one volcano is dumb. There are billions of ways to destroy a ring because I say so" and then the actor will re write the script and plot so they can melt the ring in a campfire.
Well, I guess you will never understand then.
This coming from the guy who literally has not understood or accurately summed up a single point I have made.
I'd guess your the time of DM that has the others in the game be DM's too? So everyone just makes up everything? I guess that makes sense.
But of course, you'll purposefully leave out this followup paragraph and insist that I let anyone do anything at any time, as opposed to letting the players have a small share of the narrative authority when worldbuilding and discussing the things that their characters care about.
Well, you know you bring up ''reality'' a lot...and reality has restrictions.
"There's more than one way to skin a cat."
There's also more than one way to build a car, (As evidenced by there being many types of car) start a fire, start a car (more if it's Manual transmission), download programs, obtain a movie, obtain a password (or any sensitive information), acquire embarassing photos of someone, learn about a recent local event, etc. That you can only come up with one solution to any given problem sounds like a personal failing on your personal part, since people find multiple solutions to problems on a regular basis.
We play different games. Mine is more the classic all powerful DM and limited players, you are doing the everyone is a DM hug.
Though I'd also guess your playing the anti-D&D type games too.
So, no. Your deductions are inaccurate. Again, I implore you to maybe try reading. It's a good skill to pick up, and can serve you well.Last edited by ImNotTrevor; 2017-09-05 at 07:28 AM.
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2017-09-05, 08:41 AM (ISO 8601)
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- May 2009
Re: Custom Creations in a Game?
There's a reasonable middle ground here. If a player asks "this country I live in, is it a kingdom or a democratic republic or an oligarchy or what?", I'm gonna answer that. If they ask "where would I go (in my hometown) to buy a sword?", I'll tell them. But if they ask "is there any such thing as a troll that rusts your sword when you hit it?", I'm going to start thinking "how likely is it that they would know that?"
And if it's "is there any such thing as a feat that allows a fighter to (consistently) disrupt a spellcaster?", it's completely possible that they're asking about a secret technique that's, simply, only known to a handful of people and they're not one of them. Then I'll say "not that you know of". If they follow up with "who would know?", then they can make a Knowledge roll to direct them to the most likely subject matter expert.
Yeah, that's... always happened. Even back in 1st edition, before I had more sourcebooks than hair follicles, people would be making those pronouncements based on their reading of Tolkien. Sometimes it's hard for players to get their heads around the idea that this is one setting, and preconceptions derived from another one may not work here."None of us likes to be hated, none of us likes to be shunned. A natural result of these conditions is, that we consciously or unconsciously pay more attention to tuning our opinions to our neighbor’s pitch and preserving his approval than we do to examining the opinions searchingly and seeing to it that they are right and sound." - Mark Twain
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2017-09-05, 01:33 PM (ISO 8601)
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- Jun 2016
Re: Custom Creations in a Game?
Then you are abbreviating, condensing, and deciding what is important. I am sitting in a room right now and I could easily spend about 4 hours describing the room if I didn't decide what part of the description is important. Additionally I think you forget that you GM on this message board. People who want to see if what you are saying matches the reality can actually go and check.
Characters can't read books because the number of books written from an in game perspective is rather low. And if you are talking about written from the perspective of your world it is non-existent (your world doesn't seem to bear much resemblance to any of the standard settings I'm familiar with). Sure it basically gets the information across but I really wouldn't say it's accurate. And yes I've had several characters write books about their exploits. The players who are most likely to do so are also the players who are most likely to have notebooks full of notes detailing the game world. Heck I've even had a couple of players write books detailing their adventures. Well, collections of short stories anyways. In D&D there is literally an entire class dedicated to telling tales of their exploits.
I think it's pretty clear that of the sentences "And I'm a Spin Master of like Comic book Lost/Once Upon a Time levels.....so sure ''Bob is mayor of Mudville'', except it's not ''the'' Bob. It's Bob's brother Joe who...." it was the "Spin Master" part that I was taking exception to, especially when you follow it up with a basic identity switch which isn't even a spin, it's just a plain alteration.
That is why you don't spend time on those things. The party is about to leave town. They are pumped up and psyched about the new info they just got! They know there is an exciting adventure just in front of them!!! Aaaaand one of the players realizes that they forgot to grab a length of rope to replace the one that got burnt up when they tried to lasso that dragon you got a few options. You can a) sidetrack the whole party into a well described shop where you engage in bartering with the local merchants and comparing lengths of rope. This is likely to piss off (and rightfully so) the rest of the party. b) deny the player on the grounds of "you should have gone to the bathroom when you had the chance". This will of course piss off Jillaroo Jane the Australian Yankee (long &$!#ing story) who kinda needs her rope. c) Just say "Oh yeah you can pop in and grab a length for 50 credits". Of course there are many, many other ways of dealing with the situation (I'd be inclined to drop a one sentence adventure hook for next time simply because I know Jane is in a rush and she's not the sort of person who would hold up the party).
Yep. KotB is actually a forerunner of the sandbox style of RPG play as opposed to the dungeon style of RPG play. The railroad linear plot heavy story style is more of a 2nd edition AD&D invention than a real "old school" style and got popularized with the explosion of the D&D novels (particularly the Dragonlance Heroes saga). Of course this depends on your definition of "old school".
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2017-09-05, 04:56 PM (ISO 8601)
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- Jan 2015
Re: Custom Creations in a Game?
Guess it depends what you mean by ''involved''. Plenty of writers will jot something down and then let another read it and tell them what they think. Then the writer might or might not change something.
I'm not really sure where your going with this tangent. But sure, some times once in a while, a person has a good idea and it get used.
BUT it's a huge way from a director/writer/producer choosing to use an idea from another person to the point your making about how like an actor or player can ''take control of a plot and nobody can do anything about it because Actor Agency(aka player agency).
Except your idea of ''collaborate'' is roll over and let the players run everything.
And, like I said you do, here is where you mix up things. It is one thing to have a cook out and a ''game 0'' where everyone just talks about stuff.
It is a whole other thing for the players to be tyrants and take control of the game.
I figured.
But what middle ground? Sure the DM can answer a question, but what about three or five or ten? Then that gets to be a lot of time. Plus every answer spawns another question. The Dm says ''republic'' and then the player will ask questions about that, and questions about those answers. It can snowball quick.
Sure, except a PbP is not the same as a real life game. In real life I can say a description quick, but I'm not going to type out 50,000 words of text(even more so on my phone).
And in real life I give players like seven seconds to react, or they skip their characters turn. That does not work for PbP.
Well, it does fluster the average Ma and Pa Kettle Players. Do you read Comics? Do you watch Lost or Once Upon a Time?
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2017-09-05, 10:51 PM (ISO 8601)
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- Jul 2014
Re: Custom Creations in a Game?
Yes. And RPGs aren't books. The point was that not even these forms of media you use as an excuse for 0-collaboration are as collaboration-free as you insist for justification.
(Not that this applies even a little to what is, at its core, a collaborative exercise.)
I'm not really sure where your going with this tangent. But sure, some times once in a while, a person has a good idea and it get used.
BUT it's a huge way from a director/writer/producer choosing to use an idea from another person to the point your making about how like an actor or player can ''take control of a plot and nobody can do anything about it because Actor Agency(aka player agency).
Except your idea of ''collaborate'' is roll over and let the players run everything.
Sadly, not how reality works.
And, like I said you do, here is where you mix up things. It is one thing to have a cook out and a ''game 0'' where everyone just talks about stuff.
Turns out I know exactly what I'm talking about. Makes one of us not making things up.
It is a whole other thing for the players to be tyrants and take control of the game.
I figured.
But what middle ground? Sure the DM can answer a question, but what about three or five or ten? Then that gets to be a lot of time. Plus every answer spawns another question. The Dm says ''republic'' and then the player will ask questions about that, and questions about those answers. It can snowball quick.Last edited by ImNotTrevor; 2017-09-05 at 10:52 PM.
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2017-09-06, 06:32 AM (ISO 8601)
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- Jan 2015
Re: Custom Creations in a Game?
It is kida an odd example your trying to make as it does not fit. In things like movies an actor is hired to play a role and act out a plot, they are no hired to re-make the movie into their own selfish vision. An actor might say make a suggestion, but they can't just take control over the whole movie and make it all about themselves.
An actor did a scene? Ok, this is what actors do. I'm not sure what your point is here?
Well, it is what your saying.
1.DM controls the game. Normal Game.
2.Players control the game. Your Other type of game.
3.No One controls the game and it's all a random mess.
Now players ''making suggestions'' only fits in the normal game, and you say you don't do that. And if you do the ''vote game'', where each gamer gets a vote, that is a player controlled game, and you have not said you do this. And you don't to a meaningless random game, I think. So there is only one left.
Maybe you need to do a better Session Zero?
Your middle ground seems like a lot. But I guess you have fun sitting there doing the ''less then ten questions'' every couple of minutes. That is not fun to me.
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2017-09-06, 07:24 AM (ISO 8601)
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Re: Custom Creations in a Game?
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2017-09-06, 07:51 AM (ISO 8601)
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Re: Custom Creations in a Game?
Well, ok, can you explain how you do this? It seems to me that this ''4th way'' is just the player control way.
Like assuming the game has a figurehead DM that just does what the players want, and the players just do whatever they want, and the DM says ''that is great player'' and it happens....well that is player control of the game.
I guess you would not see it as ''player control'' though as you ''all ways agree with the players anyway'' so it does not ''feel'' like they are in control or you really, really, really don't care and just do the casual DM style
And I see the ''getting everything you want all the time'' as very, very unhealthy. It's like letting a kid eat candy 24/7 as that is what they want to eat.
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2017-09-06, 09:26 AM (ISO 8601)
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- Jul 2014
Re: Custom Creations in a Game?
No. But RPGs aren't movies, either. They are inherently collaborative.
An actor did a scene? Ok, this is what actors do. I'm not sure what your point is here?
Well, it is what your saying.
1.DM controls the game. Normal Game.
2.Players control the game. Your Other type of game.
3.No One controls the game and it's all a random mess.
Now players ''making suggestions'' only fits in the normal game, and you say you don't do that.
And if you do the ''vote game'', where each gamer gets a vote, that is a player controlled game, and you have not said you do this. And you don't to a meaningless random game, I think. So there is only one left.
Maybe you need to do a better Session Zero?
Your middle ground seems like a lot. But I guess you have fun sitting there doing the ''less then ten questions'' every couple of minutes. That is not fun to me.
Only you....
So this is another invented thing you came up with that nobody is talking about!
Yay!
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2017-09-06, 12:01 PM (ISO 8601)
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- Jan 2015
Re: Custom Creations in a Game?
To say they are collaborative is a long way from what your talking about though.
So, once, a writer/actor/director did a whole scene (minus a camera guy, sound guy, grip and such) for one movie.....so by your logic all movies are like that all the time?
So player controlled game then. Like I said. I just wonder why your so against admitting it?
The conclusion is more ''people don't want to admit what they do'' and ''all ways want to pretend to be different''.
A normal traditional game, of the type we are talking about, has one DM, and several players. So only have the DM in control or the players in control or no body in control. You can't have ''everyone shares control as DM and Player are not equal and the same'' and as there are more players then DM's, that is player control.
But if you do insist on some sort of shared control, I'd ask how you do it? And remember I'm only talking about games, like D&D that have a Dm and players. I know there are tons of games made by the ''D&D haters'' that do the more group hug care and share cooperation game, but those are whole other games.
Backstories are normally quite detailed. Unless your talking about like just filling in the blanks? Like the backstory just says ''grew up in some city'' because both you and the player don't have time to pick a city. Then later during the game, even more so if it will give the player some advantage, they can just say ''oh my character is from Highport...and all ways has been, wink wink" Or just rewriting history on the whim of the Player? So no matter where the character goes in the game world they will say ''oh, my character was born in this place ".
Well, I don't know your Houserule. Do you like forbid a player from asking more then ten questions together and only one ''block'' of questions every two hours or something?
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2017-09-06, 12:50 PM (ISO 8601)
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Re: Custom Creations in a Game?
The strawmanning is really starting to get quite sad here. For starters the majority of fiction (particularly in the modern age) is a collaboration between at least two people since there is pretty much always an editor going over the work and providing input. In the examples which you listed earlier of comic books, Lost, and Once upon a Time there were people writing the script ranging from 1 person (as a rarity in comic books and these are usually the worst books such as Marville) to 20 people. Hollywood writing rooms really don't just work based on one person with a script.
Plus:
Sure, except a PbP is not the same as a real life game. In real life I can say a description quick, but I'm not going to type out 50,000 words of text(even more so on my phone).
I think that everyone can see the problem here. Some GM didn't like the idea of his players knowing anything about teh ultra kewl world which was made up so they came up with a houserule that killed the Knowledge skill. Only they didn't just remove it because that would make sense so they instead made it a trap option which would return dangerous and incorrect information if someone used it. If that's how you want to run things then that's fine.
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2017-09-06, 01:14 PM (ISO 8601)
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2017-09-06, 01:18 PM (ISO 8601)
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Re: Custom Creations in a Game?
Poe's Law all up in here.
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2017-09-06, 05:02 PM (ISO 8601)
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Re: Custom Creations in a Game?
Odd everyone uses collaboration to mean ''anyone that works near someone else''. In just about all cases an editor is all powerful, much like a normal classical DM. If and when an editor changes something a writer wrote, the writer has just about no options other then ''accept it''.
And I guess your going to count the camera operator as collaborating with the writer to create the movie too?
I've said I'm a big on details DM. Some DM's are like ''eh, there is boring stuff...ok, Roll Playing time! 20 drow stand in a clear empty field and are surprised, you may roll and have your characters attack!'' , but that is not my type of game.
There is no problem, I like the players to find out about the world by playing the game in it. Not just sitting there and saying ''Dm tell me stuff''.
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2017-09-06, 05:14 PM (ISO 8601)
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- Mar 2015
Re: Custom Creations in a Game?
I'm arguing that you can't assume that.
But how do you do it? Generally everyone just throws some things into the game and accepts that those things might be grabbed by someone else and pulled a way they weren't expecting. Simple example, the GM in our games often doesn't have a quest in mind. Instead one or more of the characters' personal missions will drive the main plot. Still they will throw the threats they feel are appropriate in front of us, so you shouldn't call the player with the quest a co-GM.
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2017-09-06, 05:38 PM (ISO 8601)
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Re: Custom Creations in a Game?
Maybe if you can't comprehend basic english. Otherwise, my point has been consistent in stating that a midway point exists.
So, once, a writer/actor/director did a whole scene (minus a camera guy, sound guy, grip and such) for one movie.....so by your logic all movies are like that all the time?
So player controlled game then. Like I said. I just wonder why your so against admitting it?
What ends up coming from this style has never been a simple plot. In fact, a lot of what happens is fairly convoluted and nuanced since different NPCs have different relationships with PCs.
It doesn't fit your mold, but I did in with D&D for years before I found systems I like better.
The conclusion is more ''people don't want to admit what they do'' and ''all ways want to pretend to be different''.
Maybe try Occam's Razor, buddy. It's less likely that there's a mass conspiracy than that your boxes are wrong.
A normal traditional game, of the type we are talking about, has one DM, and several players. So only have the DM in control or the players in control or no body in control. You can't have ''everyone shares control as DM and Player are not equal and the same'' and as there are more players then DM's, that is player control.
What you argue for is that the DM has 99% of the pie and everyone else splits the last 1%. I'm suggesting that there are many percentages between, and I usually do more of a 60/40 or 70/30 split, with an occassional 50/50 if the game is better for it. And it may shift multiple times in the same scene.
But if you do insist on some sort of shared control, I'd ask how you do it? And remember I'm only talking about games, like D&D that have a Dm and players. I know there are tons of games made by the ''D&D haters'' that do the more group hug care and share cooperation game, but those are whole other games.
Suffice to say that I have more control than any individual player, but we all contribute because together we have better ideas than just me alone. Hence why I play TRPGs instead of writing books.... or rather why I do both and consider them to be very different. I don't really need dialogue and minor decisions made for me. I'm plenty good at those. So playing a TRPG to show off my plotwriting skills is a waste of my time. I have other outlets for that. Playing as an organic, living, breathing world that reacts in real time in logical ways to the actions of the characters? Much more interesting of a creative exercise.
Backstories are normally quite detailed. Unless your talking about like just filling in the blanks? Like the backstory just says ''grew up in some city'' because both you and the player don't have time to pick a city. Then later during the game, even more so if it will give the player some advantage, they can just say ''oh my character is from Highport...and all ways has been, wink wink" Or just rewriting history on the whim of the Player? So no matter where the character goes in the game world they will say ''oh, my character was born in this place ".
Well, I don't know your Houserule. Do you like forbid a player from asking more then ten questions together and only one ''block'' of questions every two hours or something?
For instance, complimenting a Duke who does a lot of expeditionary trips on his latest expedition success a-ok, even if I didn't mention one specifically. It makes sense that he had one recently, he goes on a lot of them. Where he went is likely not relevant.
Asking the kindly widower who runs the Orphanage about that time she murdered 20 puppies will either be taken as a really poor-taste joke, or as an opportunity to see if someone is confused.
But this doesn't fit your 3-box model at all, so I'm probably going to be accused of lying by the guy who has yet to accurately sum up any of my points.
Pre-emptive irony? Yes. Yes it is.
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2017-09-06, 06:08 PM (ISO 8601)
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- Toronto, Canada
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2017-09-06, 06:58 PM (ISO 8601)
- Join Date
- Jun 2016
Re: Custom Creations in a Game?
Huh... Koo Rehtorb I think you may be correct on the Poe's Law assessment.
First off you were saying that the writer is the GM now you're saying that the editor is? Where does the director fit into things? Do you remember saying "Well, sure most films and TV show episodes and books have one writer"? And really I guess it depends on the production. If the cinematographer is the camera operator then one could count the camera operator as collaborating with the writer since the cinematographer collaborates with the director who collaborates with the writer (although considering the writer usually isn't involved much once shooting starts I guess that would put the writer in the position of the company making the RPG?).
Secondly you are honestly saying that you spend 6.5 hours straight describing one scene? That's how long it takes on average to say 50 000 words. As I've said I often have sessions where there is no combat at all and at most (with that one very rare exception) combat takes up about 60%. But instead you raise up your strawman again and say "If you are not doing things my way then obviously you are just a roll player with no attention to detail".
And thirdly the problem that I was referring to was a fundamental lack of understanding as is expressed by misrepresenting everybody's points. You've presented no compelling arguments, you've proven that you are incapable of understanding a person by being unable to address their points without ignoring what was said, you've expressed joy at chasing people away from the hobby... heck joy at making people cry (I still hope that one was hyperbole), and on remembering that note I'm forced to ask myself what the **** am I still doing here.
My apologies to everyone for helping to drag this out. It's like talking to a Flat Earth Society member, sometimes you are just so fascinated by the lack of logic that it's almost hypnotizing.
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2017-09-06, 09:58 PM (ISO 8601)
- Join Date
- Jan 2015
Re: Custom Creations in a Game?
But, again, your talking more ''before the game''. Like everyone shows up to play a game, and the DM is like ''I got nothing''. Everyone just sits at the table and does nothing. Then player two says ''hey lets go kill the dragon that attacked my home town and killed my family!'' The other players say ''ok'', and the DM says ''we will do that!''.
And ok, that is all fine. It's even normal: the player just suggested something. It's not the player taking control of the game and telling the DM what to do.
So I'm talking about all the game play after that.
You could have just save a lot of time by saying ''my game is random and has no plot''.
Not really sure what your saying here.
Like four people say ''hey lets go to Taco Bell!'' So the four people get into a car. One Driver, and Three Passengers. The Driver controls the whole drive and trip: the route, the speed and so on. A passenger can say ''take the Evergreen Parkway'' or complain ''your driving too slow'', but the driver can ignore them or listen as do as they ask.
In your version each person takes one part of the car to control, so one has the gas pedal, one the break petal, one the turn signal and one the steering wheel...and, well, as that is impossible the car goes nowhere(or rolls for a couple feet and crashes into something).
Im not going to be able to give you an example without you nitpicking an irrelevant detail. So I'm just gonna not take this bait. Been there, done that.
Guess this is where I can say ''just as you keep saying something does not make it true''.
And your saying your game ''comes alive'' and ''takes control''? You might need some fresh air....
So, in your session zero, you don't do much on the role playing side and filling in details like even a simple ''10 minute background'' for the player characters? But you let each player, randomly on a whim, fill in details about their character just ''once''? Ok...well, it's a little weird.
So you run a simple game. Got it.
Your more confused then anything. You sort of say the DM has ''most'' of the control in the game, but are quick to say the players have ''some''. But you leave it kind of vague as to who controls what. And then you said your game is random and has no plot, so it really does not matter anyway.
You have never given a game example, but lets try a basic one:
So I write up a whole adventure including maps, stats, handouts, and a plot. (You do none of that)
Some goblin bandits start to raid the main road from Mudport (I know it's a plot and you don't use plots, so for your game lets just say the town falls out of the sky on top of the characters). The town mayor puts out a call for help from adventures (in your game this is where the Mayor NPC would come alive and do this for you). So the normal players in my game would have their characters accept this job (well, your players would still be wandering around at random...but lets just say they randomly want to do this ). Now in my normal game the players only have one choice: their characters must go find the bandits hideout and stop the raids. That is the plot. It does not matter ''how'' they do it, but they must do that (see it's that one way thing I mentioned before) (Now in your game the characters can pick from like six ways to stop the raids that all do not involve the characters interacting with the bandits at all (because you don't do the whole ''the characters must encounter the bandits'' plot that I do(and don't have a plot too) So...something happens in your game....).
So I have made an ''adventure'' and a ''plot.'' (You have made neither). I will lead the player characters through the adventure plot. (You will do something?) Like part of my plot (Part 1,Encounter 3) is the two goblins that sneak over to a Mudpot farm to steal chickens. Using my DM Agency, I will make sure the characters discover this fact and lead them right to the farm. It's ''up'' to the players what they want to do: they might just kill the goblins, they might capture them, or they might do something clever like follow them back to the hideout. But Encounter three will happen. (So your game has no adventure, encounters or plot....so, something random happens?)
In my game the players have no control over the game what so ever. As players they have agreed to just ''play'' a single character in the game and not be a ''side table Dm''. They are free to have their characters act and do things within the rules and the game reality, but that is it. Things will happen around the characters (like encounters), and the players can choose what they do. (somehow, your game is different....and something happens )
So this is a vague description of a start of a game (part 1 of 2), maybe you can fill in the blanks?
Movies are just really not a good example....except for maybe just Director(DM) and Actors(Players)?
I'd break it up into shorter segments.
I think my argument is compelling, maybe you don't as your just doing the old ''he is wrong'' thing?
The ''points'' I see are ''that I am wrong'' and ''oh my game is different special''. I ask how, and they just say ''oh it is''. I ask again and they say ''something vague''. So I take the something vague and say it like it is: they say ''my game has not plot'', so I say ''so your game is a random mess?''; then they get all angry and say ''oh no my game has a lineal step by step way of doing things in order that make sense based around a single idea and out come''; I say ''um, that would be a plot''; And they scream back ''NO! Plots are bad wrong fun!" and the insults start.
I'm a Flat Earth Society member. Oh, and the New World Order used HARP to make Hurricane Harvey and Hurricane Irma. And they are spraying us everyday with Chemtrails!
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2017-09-07, 06:38 AM (ISO 8601)
- Join Date
- Mar 2015
Re: Custom Creations in a Game?
Its both before and during actually. And yes it is in many regards it is closer to the GM controlled game, as they are the one who does a lot of the putting together and adds the reactions from the world. But in some regards it is like a player controlled game (I think, never played an entirely player controlled game) in that the PCs are the proactive element and tend to be the ones driving the plot.
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2017-09-07, 06:58 AM (ISO 8601)
- Join Date
- Jul 2014
Re: Custom Creations in a Game?
Not random, but has no plot, either would be correct.
This description is wrong, so I wouldn't use it.
Not really sure what your saying here.
Like four people say ''hey lets go to Taco Bell!'' So the four people get into a car. One Driver, and Three Passengers. The Driver controls the whole drive and trip: the route, the speed and so on. A passenger can say ''take the Evergreen Parkway'' or complain ''your driving too slow'', but the driver can ignore them or listen as do as they ask.
In your version each person takes one part of the car to control, so one has the gas pedal, one the break petal, one the turn signal and one the steering wheel...and, well, as that is impossible the car goes nowhere(or rolls for a couple feet and crashes into something).
Do I recommend it? No. Not safe even a little. But we did successfully drive 4 miles to a Burger King.
Im not going to be able to give you an example without you nitpicking an irrelevant detail. So I'm just gonna not take this bait. Been there, done that.
Good try, though.
Guess this is where I can say ''just as you keep saying something does not make it true''.
You are trying to inform me of what my game is, which you know diddly about, and repetitively giving me inaccurate summaries.
And your saying your game ''comes alive'' and ''takes control''? You might need some fresh air....
I think the one having delusions is you, since you keep responding to things I and no one else is saying.
So, in your session zero, you don't do much on the role playing side and filling in details like even a simple ''10 minute background'' for the player characters?
But you let each player, randomly on a whim, fill in details about their character just ''once''? Ok...well, it's a little weird.
Context clues, buddy. Use 'em.
So you run a simple game. Got it.
PCs having influence in these operations, deciding who to support and who to work against, navigating a literal chunk of galaxy.
You have not even the slightest clue what you're talking about.
Your more confused then anything. You sort of say the DM has ''most'' of the control in the game, but are quick to say the players have ''some''.
But you leave it kind of vague as to who controls what. And then you said your game is random and has no plot, so it really does not matter anyway.
It isn't random, and I don't plan a plot.
By the end, a plot tends to have emerged. This is called Emergent Narrative, and is how I play.
It's been a thing long enough that it has its own term.
You have never given a game example, but lets try a basic one:
So I write up a whole adventure including maps, stats, handouts, and a plot. (You do none of that)
You're making things up again, silly!
I do maps, stats, and the occassional handout that covers the most important information. In fact, I'm currently working on a setting for a superhero game happening in modern New Orleans. (Makes the map bit slightly easier, but I still have to draw out gang territories and any significantly different landmarks.)
I just don't do a pre-planned plot. Emergent Narrative is my thing.
Some goblin bandits start to raid the main road from Mudport (I know it's a plot and you don't use plots, so for your game lets just say the town falls out of the sky on top of the characters).
Those are two entirely different things, and I want some of whatever you're smoking that is fuzzing up that difference for you.
The town mayor puts out a call for help from adventures (in your game this is where the Mayor NPC would come alive and do this for you).
So the normal players in my game would have their characters accept this job (well, your players would still be wandering around at random...but lets just say they randomly want to do this ). Now in my normal game the players only have one choice: their characters must go find the bandits hideout and stop the raids. That is the plot. It does not matter ''how'' they do it, but they must do that (see it's that one way thing I mentioned before) (Now in your game the characters can pick from like six ways to stop the raids that all do not involve the characters interacting with the bandits at all (because you don't do the whole ''the characters must encounter the bandits'' plot that I do(and don't have a plot too) So...something happens in your game....).
I present a situation. Several, usually. In reality many problems happen at once rather than neatly lining up to be dealt with one at a time in your more simplistic games.
In MY game, the goblins are attacking mudport, meanwhile the Sheriff of Dirthome is behaving strangely and many believe him to be cursed, the Mayor of Clogville has gone missing, and The North Mudland Caravan company has lost a lucrative caravan and would like if someone could recover the materials, please. All of these things are happening, with their own consequences if left unchecked. (Goblins will become more aggressive, the Sheriff will become actively psychotic and violent and succumb to the curse, the Mayor of Clogville will never make it back and the town will have resultant power vacuum issues, and North Mudland Caravan Company will weaken in its hold and trade routes to Mudland will suffer, making things more expensive. All this assuming they are left unchecked.) In a complex game like mine, the characters need to choose a problem to solve from many, rather than having problems form an orderly queue like in your simplistic plots.
So I have made an ''adventure'' and a ''plot.'' (You have made neither). I will lead the player characters through the adventure plot. (You will do something?) Like part of my plot (Part 1,Encounter 3) is the two goblins that sneak over to a Mudpot farm to steal chickens. Using my DM Agency, I will make sure the characters discover this fact and lead them right to the farm. It's ''up'' to the players what they want to do: they might just kill the goblins, they might capture them, or they might do something clever like follow them back to the hideout. But Encounter three will happen. (So your game has no adventure, encounters or plot....so, something random happens?)
Meanwhile the situations elsewhere get worse because nobody is dealing with them effectively.
Heck, the party could even split up to take on different things according to what they're good at! (The kill stuff types go kill gobbos while the investigative types track down the mayor.) Since I'm an actually good GM, I can juggle those two things and maintain interest in both. (It's called doing a Scene Change, and you just do those. Cut back and forth between the two things with a good pace, and leave minor cliffhangers.)
In my game the players have no control over the game what so ever. As players they have agreed to just ''play'' a single character in the game and not be a ''side table Dm''. They are free to have their characters act and do things within the rules and the game reality, but that is it. Things will happen around the characters (like encounters), and the players can choose what they do. (somehow, your game is different....and something happens )
My method requires that I participate actively in the session, that I consider ramifications, and try to simulate a living, breathing place. The place won't do it for me, so I have to be simulating it. It is hard work, and I'm tired at the end of every session. But it's the kind of tired you feel at the end of a marathon. Exhausted, but you had a blast and something awesome happened. Except in my brain, not my legs.
And most importantly, everyone, me included, has fun.
I control the world, and the NPCs in it. The story takes care of itself because the PCs do stuff. (The players value a good time over caution at my table, since I've taught them that the good times are where the danger is.)
So this is a vague description of a start of a game (part 1 of 2), maybe you can fill in the blanks?
Because my games are complicated, fun, and evolve constantly. And yours are simple, 1-2-3 checklists.Last edited by ImNotTrevor; 2017-09-07 at 07:06 AM.
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2017-09-07, 08:55 AM (ISO 8601)
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- Oct 2010
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- Dallas, TX
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Re: Custom Creations in a Game?
If this conversation has shown us anything, it's that any description of a DM's game is insufficient, and we will not understand how a game goes unless we actually play in it.
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2017-09-07, 10:25 AM (ISO 8601)
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- Jul 2014