Started by David Berg, November 13, 2011, 07:45:58 PM
Quote from: David Berg on November 13, 2011, 07:45:58 PMMarc and I had the same problem. As GMs, we valued player choice and hated the idea of railroading. But we were addicted to Play Situation Before! We tried to have it both ways, and it didn't work (colorful examples in next post).
Quote from: David Berg on November 13, 2011, 08:17:39 PMFortunately, Pitfighter was my baby from the ground up. My campaign plot was already partly formed in my mind before we even agreed to play. So, when I introduced the setting, the players were getting the right idea. And, when they made characters, I worked with them, to tie their interests to mine (and even a little bit to my plot, though I wasn't aware how crucial that would be).All this meant that when my Force popped up, at least the players weren't having much anticipated or hoped-for content yanked out form under them. If we'd been using someone else's world that the players had learned from a book, and character creation had been done individually, that probably would have been disastrous.
Quote from: Roger on November 14, 2011, 04:43:55 PMDid you ever try revealing your plots to the players prior to play?
Quote from: David Berg on November 14, 2011, 06:50:54 PMJamie,Totally agreed on Montsegur, though I'm surprised by that point about BE. Isn't it part of the GM's job to engineer intersections between the characters' Beliefs and the Vaylen's agenda (via the FONs' Beliefs)?