thread: 2011-02-21 : Into the Unknown?
On 2011-03-14, Vincent wrote:
Hooray! That's exactly what I was hoping for. Perfect. Thank you.
Having the GM withhold crucial information from the players (is dad telling everything he knows, or is he just super good at holding out?) breaks connection between I browbeat the dad and I'm playing the game to take on and sort out weird problems, pushing play instead toward I'm playing the game to follow the GM's prepped clues. Is there some mechanism elsewhere in the rules to reestablish that connection?
It super-duper breaks connection between I browbeat the dad and I'm playing the game to pursue my character's ambitions and curiosity, pushing play instead toward I'm playing the game to second-guess, withhold investment, and be tractable to the GM. Is there some mechanism elsewhere in the rules that allows the characters' ambitions to drive play?
Putting burdensome judgment calls on the GM (dad knows more than he's telling; have the player characters done the right things to him to get him to spill?) breaks connection between a PC is browbeating the dad and accept any valid solution the players come up with, pushing play instead toward when you create the scenario, plan out thoroughly how the PCs can overcome the obstacles. For instance, what the PCs can say to dad to get him to spill. Is there some mechanism elsewhere in the rules that makes the GMs' judgment calls non-burdensome?
You're right to worry about GM burnout. I get GM burnout just reading these rules.
Matt says up above that in play, he DOES get to solve weird problems himself, you AREN'T just walking his character through your premade solutions. Someone at the con on Saturday told me the same, I think it was Todd L. I believe them! What's going on? ARE there mechanisms elsewhere in the game that reestablish these broken connections?