> Has anyone ever seen an index or commentary on different gm styles as
> they pertain to moving the plot along? This is hard to explain.
I've seen a good one recently, but I don't recall where...sorry. It was
more centered around designing adventures rather than "moving the plot
along".
> characters' decisions. It "reacts" to the players.
So the adventure is about the characters, and whatever they happen to
follow. Got it.
> I've seen other gms run adventures where the major plot is the center
> glossed over as the PCs are quickly brought up to the next prepared
> scene.
This summary mixes a number of elements. Foremost is the adventure is
about what's happening, not the players?
There are different ways of running this. Some create prepared scenes as
you describe, and those happen when the players arrive. If something
delays the players for a while, the event will still happen when the
players arrive. (I.E. The adventure is set, but the players are still key
elements). Sometimes these scenes are all available (the old
map-with-encounters), sometimes they branch ("Save the princess, or stop
the villain").
Others have a timeline, and at noon Event A will happen, at 1
pm, Event B happens, regardless of whether the players are there. The
players can derail or modify these events if they do something before that
point in the timeline. (The adventure is happening, and the
players control how they interact with it)
> This comes up after a particularly long (8+hour) gaming session we had
> the other night where the pcs spent almost the entire time trying to
> analyze the clues they had found and researching new leads. This is
If this was really boring for you, then the GM should have skimmed it.
Personally, we often have a few hours of this in our games, because NPC
interaction is a major element of our roleplaying.
> Apparently this gm comes from the school of letting the characters
> create the story. If we, as players, were indecisive or too obtuse to
I often set up situations without knowing how the players will resolve it.
On rare occasions, this has caused problems that I've had to fake a
solution to, but usually the players come up with better ideas than I
would have.
> This reminded me of other gm styles. I've seen gms who would have
> said, "gimme a list of all the shopping items you want and gimme a
> list of all the contacts you go to and what skill you're using to get
> info out of them". Then they would have given us the info/gear we
Ick. So where's the roleplaying? I have no interest in roleplaying every
shopping trip, but getting info from contacts sounds like a major element.
At least the contacts that HAVE info.
> a decision as to our next step. If we took too long, the action would
> come to us - either in the form of a random encounter, a completely
"There are rumors of a red dragon to the north. 'A red dragon eh? Sounds
a little rough. We head south.' The southern path is blocked by an
impassable wood. 'Okay, west then.' Travelling west, you meet peasants
fleeing a dragon attack further down the path. 'East'. You head east,
and a dark shadow falls over you...."
That's exageration, but I personally prefer having control over plot
elements. As a GM, I've had players track down villains that I intended
to become recurring. Oh well, they were clever. They've also missed low
level villains by missing some clues. Hey, that just means when they
reappear a few months later seeking vengence, the satisfaction will be
enhanced.
> new plot hook, or a side adventure. Either way, the gm was less
> concerned with following the characters around and more concerned with
> getting the players to feel the various elements of a traditional
> story plot - intro, rising action, climax, denouement, etc.
I think you're mixing some elements. It is entirely possible to have an
game that revolves around the player actions without boring anyone to
tears. Likewise you can have action-filled adventures that are boring.
It's more a matter of GM skill, and GM-player interaction rather than GM
style.
All IMNSHO, of course.
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