rgrove0172
Mongoose
In my early days as a GameMaster I would flesh out a region/city/environ ahead of my players, fill it with all sort of plot hooks and opportunities, then let the cards fall where they may. It was truly rewarding watching the characters interact freely with the world I had provided for them. Engaging various characters, stumbling into various plot lines, visiting locales I had generated months before. At the time I felt it was the only way to game.
Time moved on however and what little gaming time I have now is a much more valuable commodity. I have to make each hour spent preparing and certainly each session of actual play as efficient as possible - and by efficient I mean furthering the story line and providing for the enjoyment of the players and I. What this has led to is a more or less "Scripted" game.
Imagine a "Choose your own adventure" story and you have the idea. I flowchart of scenes and how they interact based on the player's choices. Gone are the random encounter tables and whole volumes of detail on places and persons the players will never interact with. The action is more linear granted, but gone is the threat of an odd choice or goofy die roll ruining a carefully crafted plotline. My players are aware of this and dont complain - but Im certain some gamers would scoff at the notion of merely following a script.
Playing this way maximizes the detail present in each scene, allowing for carefully crafted descriptions, sketches or other audio visuals, fully developed NPCs etc. It also ensures that the story will progress more or less smoothly and the end result will be satisfactory - lending to the enjoyment of all. (There is nothing quite as disturbing as preparing a cool encounter that adds to the overall feel and enjoyment of the game and then having the players unknowingly steer away from it or miss it on a random die roll.) Scripting removes this hassle and maintains a little GM control where the plot is concerned.
Its worked well for me, and most of the time its not even as issue with the players as it would be tough to notice. Im just wondering if anyone else uses this style and what you thought of it.
Time moved on however and what little gaming time I have now is a much more valuable commodity. I have to make each hour spent preparing and certainly each session of actual play as efficient as possible - and by efficient I mean furthering the story line and providing for the enjoyment of the players and I. What this has led to is a more or less "Scripted" game.
Imagine a "Choose your own adventure" story and you have the idea. I flowchart of scenes and how they interact based on the player's choices. Gone are the random encounter tables and whole volumes of detail on places and persons the players will never interact with. The action is more linear granted, but gone is the threat of an odd choice or goofy die roll ruining a carefully crafted plotline. My players are aware of this and dont complain - but Im certain some gamers would scoff at the notion of merely following a script.
Playing this way maximizes the detail present in each scene, allowing for carefully crafted descriptions, sketches or other audio visuals, fully developed NPCs etc. It also ensures that the story will progress more or less smoothly and the end result will be satisfactory - lending to the enjoyment of all. (There is nothing quite as disturbing as preparing a cool encounter that adds to the overall feel and enjoyment of the game and then having the players unknowingly steer away from it or miss it on a random die roll.) Scripting removes this hassle and maintains a little GM control where the plot is concerned.
Its worked well for me, and most of the time its not even as issue with the players as it would be tough to notice. Im just wondering if anyone else uses this style and what you thought of it.