thread: 2009-06-15 : GM Agenda
On 2009-06-16, Vincent wrote:
Here are mine for a couple of my games, from an earlier thread:
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!
I think of those two in particular as a story now instance and a step on up instance of the same GM agenda, the same approach to GMing.