Tuesday, March 2, 2010
Good Dungeon Masters ... or BAD
"my campaign"
"my players"
Are two of the most condescending things an egotistical DM says about the game. We are all playing the game, you might be sitting behind the screen, and the creator of the "world" (and lets be realistic it's all been done, whatever you "created" is appropriated from somewhere) a good DM has to let his baby go and realize once players begin to inhabit the "world" it's not yours anymore. One of the great things about gaming is seeing where we go together.
Players do have to recognize that the professions the characters have chosen are inherently dangerous, bad things are bound to happen. If bad things didn't happen, that would be boring.
Now that I've spoken the truth (tongue firmly in cheek); my opinion on sand box gaming. BORING. Adventuring and exploring are two distinct activities. Yes my wife and I might go explore Yellowstone, and that's great, but I want to grow old. In the games I play I want adventure which denotes a certain amount of risk. Risk I am willing to take with a character. I supose if the characters can come up with a Big Hairy Audacious Goal and the DM is willing and able to facilitate sand box could work. My opinion is the DM presents a problem, the players solve it, FREESTYLE!
exploration
the action of traveling in or through an unfamiliar area in order to learn about it
adventurean unusual and exciting, typically hazardous, experience or activity
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"Adventuring and exploring are two distinct activities."
ReplyDeleteHow so? When you're exploring a fantasy world full of hazards (both from the environment and from the things that inhabit it) you're adventuring. If the sandbox is put together right, it's going to be full of HERE BE MONSTERS and dark towers and clefts in the earth that lead down to night-black caverns. The thing that makes the sandbox different from, say, a railroad-style campaign is that ultimately the players are the ones at the wheel. Most of the players I know enjoy that sense of freedom.