Hidden 11 yrs ago Post by XecutionerRex
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XecutionerRex

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So, three questions:

A) Say there was a role play where the story line, to an extent, was scripted. What I mean by this, is that in order to create plot points and move the storyline the way he/she wanted, the GM would ask a specific player to accomplish a certain tasks in the role play. For example, let's say there are several players, one of which has a problem with killing random innocents (Sounds weird, but it's the best I can think of as of now.). Suppose that in order to set off a chain of events that may lead to something important in the role play, the GM asks that the psychopath killer murder a poor old man, only to be caught somehow by the other players. Another example could be if someone is asked to cut off a specific enemy's head during a battle scene, which may trigger more aggression amongst the fiends they are combating. No matter the case, the player can do things as simply or as complicated as they please. If they're asked to kill someone, they can simply stab them to death, or slam a grenade down their throat before detonation; it won't matter, so long as the victim is dead. Would you find things like these to be outrageous, as players should be allowed complete freedom in who does what, or would you try something like this?

B) Would you prefer the GM to PM players with requests for them to accomplish something, to keep it a surprise from everyone else until the deed is done? Or would you like it to be said openly in the OOC for all to heed? Or, would it simply depend on the situation (Petty secrets won't matter, but the biggest ones should be discussed openly, vice versa, etc.)?

C) In the case that you find the idea of question A to be too constricting on player freedom, suppose that the roleplay centers around a prophecy pertaining to a hero who is destined to slay a terrorizing giant. If a specific character is said by the GM to be the one who will kill the giant, would you find that unfair, even if you are allowed to contribute as much as you want, so long as you don't come out as the giant slayer?
Hidden 11 yrs ago Post by TheEvanCat
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I think it depends on the type of RP you're doing. Although I like mine to be freer, with the powers-that-be guiding the plot into something happening (that is ultimately carried out by everyone.) It isn't specific micromanagement (kill that dude), but rather funneling action into a desired story (the enemy is cutting off your escape to the rear: what do.)
Hidden 11 yrs ago Post by PlatinumSkink
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I find A to be absolutely unforgivable. The player should always be allowed to play exactly as they desire, and any effort of the GM to manipulate their actions should be discouraged. The only thing the GM should be allowed to give is "suggestions". However, no requests. No scripts. The GM should not know what his or her players shall do next, nor attempt to control it. So I feel.

As for B, I prefer EVERYTHING to be kept as a surprise. The GM should make all the decisions for what will happen in the world him/herself. The players should only know as much as the player characters know, or the experience will be diminished. Someone who states out in the open what will happen in the OOC before it has happened... I want to strangle such people. Really.

Though, as for C, I am entirely alright with a prophecy about a certain individual being the giant-slayer. A specific character can say he or she will be the one to kill the giant, no problem. However, after that, the GM shouldn't control the actions at all. If he ends up being the one killing the giant, wow, nice prophesying, seer! If it was someone else that killed the giant, whoopsie. Saw a bit wrong, eh?

That is my thoughts.
Hidden 11 yrs ago Post by Ellri
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We will on occasion ask our players if they can work on continuing certain plotlines, but we generally don't dictate how or specifically what will happen, though if we need something specific, we could ask for it. The players asked can freely, without consequences for the future, decline such. Then, if the plan hinged on that and we cannot convince them, we simply have to change the plan.

As a GM, we like surprises. We don't share everything with the players, and we don't expect them to share everything with us. There's few things more enjoyable than an utterly unexpected, well-written plot twist from one or more player(s). Major plot is typically defined by the GM, but that doesn't mean the players cannot influence what happens. The story, while primarily directed by the GM, is a product of all the players as well.

If we were to have an RP prophecy that says "X slays the giant" we'd always try to ensure that happens, but it is the players' role to find ways to thwart the GM. Prophecies are often misunderstood, so if it turns out differently, then clearly it was misinterpreted.
Hidden 11 yrs ago Post by Rilla
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A) I don't mind it. I had an entire group be an escort for a fake 'key item'.

B) If everyone is supposed to be in on it, then no surprises. If not, then surprise me.

C) I'd go along with it. If I didn't like it, I'd leave. Simple as that.
Hidden 11 yrs ago Post by XecutionerRex
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Rilla.

Your sig turns me on.
Hidden 11 yrs ago Post by Rilla
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Everyone loves a twerker on the D.
Hidden 11 yrs ago Post by AlienBastard
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My plans when it came to scripted RPs [I once wrote half a page of deviances players might take for a proto-landfall esque RP in 2012] was generally to think what possible actions players might take and have the story flow accordingly. Kinda like a choose your own adventure book.
Hidden 11 yrs ago Post by Kestrel
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A.) As a GM it's fine to make a certain option attractive. You can make it attractive to stab the poor old man, like describe how he hurls racist slurs if your psychotic character is also a minority, or describe his big fat purse if your psychotic character is largely motivated by money. Telling people what to do, on the other hand, is asking them to write your story for you, which is silly and a big turn-off for a lot of people.

B.) It's always good to have established goals. Both short and long term. Whether you want everything to be known to everyone or not depends on the nature of the roleplay. Both sides have pro's and cons, which are to be weighed according to the playerbase and direction of a game. If you want a mystery-game and surprise your players, by all means hide them. If you want a game more about combat or romance than information-brokering, keep it out in the open.

C.) Having a prophecy is fine, but blindly obeying it is stupid. Maybe the prophecy says something about a grand clash of blades at the last day of summer, but if I have a character who just wants the giant dead and at some point has a clear shot at said giant... They're probably going to take it. You need to be able to deal with this as a GM. Saying "Your character can't do this because plot." Is kinda like having invisible walls in video-games. It may be less epic, or less dramatic, but you can work around it and still have that clash. Maybe using bow and arrow is seen as cowardly by the enemy, a previous henchman takes up the mantle of commander and despite the loss of the giant, the evil army presses on because... They're simply not impressed or defeated; just enraged.
Hidden 11 yrs ago Post by ApocalypticaGM
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A) Agreeing with Kestrel really. I think it's fine to have an individual need to do something, but that need should seem as if their idea or their only option. You should design the situation in such a way that of all the options, this one is clearly the one she would be attracted to -- you can do that by checking out the CS. If they do something a bit different, perhaps you can mold your plan a bit too. Anyway, forcing it on someone blatantly railroading them is not going to win fans.

B) I think giving people the broad jist of the short-term is important to let them know there's something building. It helps to keep interest and inspiration up, otherwise some just think it's a lot of run-up. That said, revealing all too much will destroy the surprise behind your plot. Even if they need information open in the OOC, you don't need to tell them the repercussions of using said information. The next step might be clear, but the second is best in a fog.

C) You could pull that off fine. Not sure if you watch Doctor Who, but I think they execute prophecy beautifully in that the story is only bettered by it (without the surprise curbed). A companion will blatantly be told they will die, or 'The Doctor will die after the 4th Knock'. Okay shit, spoiler alert, right? Well, not really, because now everyone expects this and will be looking for it in the most obvious, and less obvious ways. You're able to throw in near misses playing to either prophecy. You're even able to twist the meaning of the prophecy so that, yes, technically it happens, but perhaps your definition of 'death' and the story's are tad different. The fact is you can use this sort of thing to your advantage with enough foresight.
Hidden 11 yrs ago Post by Captain Jordan
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A. Sometimes complete freedom is an illusion, as the GM is always working behind the scenes to guide the action towards her/his intended goal, or at least one that makes the story interesting. Then again, exposing that illusion isn't always the best idea. This method could work with the right players, but at some point the GM may need to surrender some of the plot-guiding powers to her/his players to make things flow. I've seen this accomplished as a group writing a pseudo-fiction (like an online novel) where all players had input into the next story events. I've also seen a game where the GMs would ask if someone was interested in taking a certain action, after which they would talk to the volunteer player behind the scenes to set up the plot and let them write it out. I've never really seen a game where the GM dictates every action unilaterally, that's called being a novel author with ghostwriters.

B. I enjoy having everything out in the open. Knowing what is going to happen often helps me, as the player, set up things for my character's future events. It makes the story so much more satisfying when they come to fruition, then I can see the long planning and hard work pay off. I'm not a fan of being a complete slave to whatever the GM pulls out of the hat, I do like to know where I'm going in the roleplay so that I don't step on toes with my next post. There's nothing worse than posting that my character has just entered Room A just before the GM posts that Room A is completely blocked off and inaccessible to all characters. Surprise me? Sure, but don't leave me blind.

C. It can work, but remember that prophecies can be interpreted in many different ways. That is often the plot point of many stories with prophecies. Also, what ShonHarris said.
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