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submitted 11 months ago by Ziggurat@sh.itjust.works to c/rpg@ttrpg.network

I keep reading over various internets communities, how being a GM is hard, how player are ungrateful spoiled kids, and how much GM struggles.

So which games have tools/mechanics to ease the GM job, and which are these.

For this discussion I would focus on the game itself, rather than on method used by groups.

Even though I feel like I know some answers, judging how active the community is at the moment, I try to open that thread and may-be a few others to keep the /c/ alive

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[-] jjjalljs@ttrpg.network 4 points 11 months ago

For 3- I still think about a post I made a while ago where I mentioned giving players more creative input as a means of increasing engagement. The example I gave was when the players returned to the magic academy the wizard had graduated from, I asked the wizard player what the lighting situation was in the grand hall. Like if they had lots of mundane candles, or a big chandelier, or magic lights, or what. He was pretty into it.

One person in the thread responded that they would hate that. They want to be told a story and explore a world! Asking them to make out-of-character decisions like that just ruins the whole experience for them.

Completely alien to me. I always look at these as like writing a story, and I'm never "being" my character.

[-] Lianodel@ttrpg.network 2 points 11 months ago

Different strokes, of course. :)

I think for me and my group, it's just a sometimes thing. I think I'd be happy to let players make some decisions about the world around them, but narrative control of action resolution just fell a bit flat.

It's also why I like the distinction between "writing a story" and "being a character." It indicates the difference without presenting either as better than the other, which is a risk when talking about... well, anything, especially online. :P

this post was submitted on 21 Jan 2024
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