thread: 2009-05-04 : Dice and Cloud, the Death Threats thread
On 2009-05-04, Vincent wrote:
Ryan: It's like how the GM has to approach a sandbox game, yes.
But it's most like how you have to GM Dogs in the Vineyard, though. I know I talked to Rob about this - was it after he stopped recording? (I haven't listened to the interview myself yet.) I also don't know how familiar you happen to be with Dogs, Ryan. Just in case, here goes - if this doesn't explain it, ask more.
When you create a town in Dogs in the Vineyard, the whole point is to find out what the poor players' poor characters are going to do about it. You create a problematic mess, and you're like "oh lord what on EARTH are they going to do to put THIS mess right?" You don't plan out a solution yourself - that'd be contrary to the point. In play, you don't try to block or guide the players' solutions - that'd be contrary to the point too. You have your NPCs do what they would do, given all that you know about them, and you let the players do the same with their characters, and you play the dice scrupulously, even generously. Anything else and you'd be throwing the question, you'd be invalidating the whole reason you're playing to begin with.
It's very similar in Storming the Wizard's Tower. When you create a monster, the whole point is to find out how the players' characters are going to beat it, and whether they even are. You create a cool, threatening monster, and you're like "sweet! I wonder what they're going to do about THIS!" You don't plan out yourself how or whether they'll beat it - that'd be contrary to the point. In play, you don't try to block or guide them - that'd be contrary to the point too. You have the monster do whatever it'd do, given its nature and circumstances, and you let the players have their characters do whatever they want them to, and you play the dice scrupulously, even generously. Anything else and you'd be throwing the question. Anything else and you might as well not even play!
Does that make sense? More questions?