Showing posts with label choice system. Show all posts
Showing posts with label choice system. Show all posts

27 April 2008

When Players Collide

I didn't post last week. I'm very sorry. Real Life got in the way.

This week, I'm going to look at conflicting gaming styles. Specifically, I think of the reasons that GMs run games, as compared to reasons that players play in those games.

One example: I had a GM once who loved the feelings of power he got from running the game and having absolute control over what happened. He loved the look of shock and amazement when he caused something to happen that the players not only did not expect, but could not reasonably be asked to expect. He was a very dramatic gamer, and loved the exquisite timing and flow of intrigue that came from having players at his mercy. I sometimes felt as if I was a plaything for a dark and cruel god.

Another GM I played under: he was an excellent storyteller. That is, he told excellent stories, and he told them well. The only problem was that sometimes his own strengths would get in the way. He was very good at predicting how people would react to certain situations, and excelled at arranging events in such a manner that the story would go in the direction he planned by giving the players just the right stimulus to nudge them in the direction that he wanted them to go. Unfortunately, after a while, it starts to feel like the players aren't really involved in the story at all; they're just there to serve the needs of the storyteller.