Today was plenty good day. I did Tasks and I walked Furthest and around 8pm the supermarket decided to let me log in (it has been almost a week) and there was even my preffered delivery time available.
:-)
A thing went past on tumblr that said it's no good saying 'my character would never be interested in / do this quest', because you have agreed to play a game, and so you have agreed to do the quest. It is on the player to roleplay why their character would in fact be interesred.
And I can see where they're coming from. Improv is a 'yes and' kind of game.
But.
The adventure path I'm reading at the moment has a lot of complaints on the forum that it leads you into some fairly wild about face moments. They reckon every part requires a different motive, and then to drop what you've just invested in and head off for the next location. You can pick your characters motives at creation with traits, but the game doesnt necessarily provide paths and payoff for those traits. And there's limited transition time.
That isn't meeting players half way, or feeding them what they need to do their half.
From what I've read it could work as a sort of Guardians of the Galaxy thing where they start out as small time criminals and then run into something so big it absolutely has to involve them. But the compact way it is written is going to feel like being messed around unless the GM helps steer expectations from the outset.
If they have agreed to play a game of small time criminal makes it big, it doesnt mean they've agreed to play a game of space invasions, you know?
You've got to make sure they've agreed to play the game you are actually running, before you get all high horsey about playing along.
Also, everyone has their own characters to run. The GM figuring the PCs are always interested in a quest by fiat is the GM running the players' characters. Got to be real careful on that sort of thing or the fun falls out.
I dont reckon players agree to play the GM's game, not sight unseen. I reckon they agree to play a game together. And sometimes, even on adventure paths, that means dealing with the detour the players found more interesting and coming back with a different hook to get them interested in the next part of what you had planned.
It isn't all on the GM to set up easy roleplaying for the players, but it isnt all on the players to do contortions to stay on rails.
I havent played for ages though, so that's just what I figure from reading.
:-)
A thing went past on tumblr that said it's no good saying 'my character would never be interested in / do this quest', because you have agreed to play a game, and so you have agreed to do the quest. It is on the player to roleplay why their character would in fact be interesred.
And I can see where they're coming from. Improv is a 'yes and' kind of game.
But.
The adventure path I'm reading at the moment has a lot of complaints on the forum that it leads you into some fairly wild about face moments. They reckon every part requires a different motive, and then to drop what you've just invested in and head off for the next location. You can pick your characters motives at creation with traits, but the game doesnt necessarily provide paths and payoff for those traits. And there's limited transition time.
That isn't meeting players half way, or feeding them what they need to do their half.
From what I've read it could work as a sort of Guardians of the Galaxy thing where they start out as small time criminals and then run into something so big it absolutely has to involve them. But the compact way it is written is going to feel like being messed around unless the GM helps steer expectations from the outset.
If they have agreed to play a game of small time criminal makes it big, it doesnt mean they've agreed to play a game of space invasions, you know?
You've got to make sure they've agreed to play the game you are actually running, before you get all high horsey about playing along.
Also, everyone has their own characters to run. The GM figuring the PCs are always interested in a quest by fiat is the GM running the players' characters. Got to be real careful on that sort of thing or the fun falls out.
I dont reckon players agree to play the GM's game, not sight unseen. I reckon they agree to play a game together. And sometimes, even on adventure paths, that means dealing with the detour the players found more interesting and coming back with a different hook to get them interested in the next part of what you had planned.
It isn't all on the GM to set up easy roleplaying for the players, but it isnt all on the players to do contortions to stay on rails.
I havent played for ages though, so that's just what I figure from reading.