Started by Unforgivingmuse, March 09, 2011, 02:33:08 PM
QuoteI'm not sure if there is any issue over confusion; an army is an army, an uber-mage is an uber-mage. The players know enough of the world to know that fire burns, and if it is an entirely new encounter with something of unknown power I will never make it impossible.
Quote from: Unforgivingmuse on March 09, 2011, 02:33:08 PMIn my system narrative is king, and it says something that all my players (playtesters), bar one are experienced game-masters themselves. But even with that experience this issue still crops up once in a blue moon, and the effect can often have serious ramifications to the plotlines. I realise that rpgs are generally intended to allow for this kind of non-linear turn of events, and when it happens I'm certainly grown-up enough to take it in my stride, and re-write any plot arcs that have been messed up as a result, indeed often interesting sub-plots can result from such events.
Quote from: Unforgivingmuse on March 09, 2011, 02:33:08 PM I like to think I can predict what most of the player characters are likely to do in a given situation, but I still get caught out occasionally.
Quote from: Unforgivingmuse on March 09, 2011, 02:33:08 PMWhat I worry about is the question of whether I encouraged it to happen? I don't think the player gets so frustrated that they felt the character's suicidal charge was necessary to break the monotony, quite the opposite.Whilst it might sound like I'm ducking some sort of responsibility in my GMing, it is interesting to note that the player characters who this tends to happen with are exactly the kind of have-at-ye characters that take on these kind of odds in stories. Could it be that with a strongly narrative style of game that this sort of thing is inevitable; that experienced players get so tuned into their characters, that they will push themselves (and possibly all their companions) towards certain death, simply because that character would in a story? And that somehow, chance seems to encourage it.