I've talked a bit about pen and paper gaming in previous posts, how ridiculously awesome it is, how disappointed I tend to be with newer systems. I think its about time to actually discuss how I run a game.
I've been told I'm a strange creature as far as GM's go; I'll let my players do damn near anything that doesn't kill immersion or outright violate the laws of common sense, I tend to build my worlds from whole cloth instead of utilizing existing settings, and I don't give my players a storyline. That last one seems to be the most unusual from what I've heard. I run my games open world, there are things happening, monsters to slay, maidens to rescue, machinations of the foulest sorts guiding forces of various descriptions, but I leave it largely to my players to explore the world I've created. Its not that I don't want to tell a story, its that there is more to a world, and therefore a game, than any one series of loosely connected quest lines. I run my games open because that's how the world is, your growth is determined by your conviction, your path is shaped by your interests. Sure, another story about a sinister lich/cleric/warlord/ruler trying to conquer/destroy/enslave the world can be a lot of fun, but there's more going on than that. What happens if you misjudge where your party is at mentally? What happens if the story you set up doesn't have the punch you thought it would?
By setting up a world, with individual characters, with factions interacting and forces influencing events on various scales, some of which directly effect the party, some of which will have effects later, some who'll never directly influence the party at all, I can create a world where something will always be happening. I can run a game that isn't done until we want to be done. And by letting players flex their creative muscles and bend rules that don't make sense or justify actions that fall beyond the normal scope of the game, they can shape the world in new and interesting ways, creating their own story lines and dealing with unforeseen consequences.
I love to run a living world because it forces me to be creative and active on a much higher level and it lets my players decide not only what stories they want to tell, but how far they want to pursue them. It's hard, admittedly; you either have to be able to work with a shit-ton of world level events simultaneously or improvise at blinding speed, but its incredibly rewarding if you can pull it off.
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