Calendaring was fun in its own way, but I'm also glad to be back to posting normally.
Hm, I'm just thinking... how do you hint something to someone who doesn't take hints? Doesn't life get pretty de-layered without hints? Say, for example that I would DM some story in which the characters have the free choice of choosing, say, A or B. If I blatantly make someone say "A is better" then hint-less people would choose A, nee? Or if I let two people blatantly say one each is better, it comes down to which person they like better. On the other hand, small things subterfuged into the story and into scenes here and there would guide hint-taking players to consider the choice carefully... so that they can discover the truth on their own, not having someone tell them how it comes together. How is this accomplished, really? Because I refuse to have people *say* all important information in a game. Then it feels like all it's about is talking to, alternatively mind-raping, the right person. I guess that works if it's ass-hat hard to talk and/or mind-rape people, but it's not. In a game, the main thing players tend to do is talk and mind-rape people as much as is playably possible. So... what do you guys think? You like having info told to you? Or how are you supposed to discover things?
I hope people understand what I'm trying to say here...
Oh, and also, I'm going to get rid of that banner because it's annoying the hell out of me that I suitably put it up with the first calendar post, but not taking it down with the last... Yes, I'm anal about it. It's just, ps is fucking with me and it's 4 o'clock in the morning. G'night.
Friday, December 26, 2008
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2 comments:
I definently prefer finding things out myself when playing. Obviously I suck at it as the most impenetrable mysteries tends to what is blatantly obvious. But I don't mind that, as long as I have an idea as to where to go. It doesn't have to be the right thing to do but if I don't keep moving I get stuck and can't come up with anything better to do than murder people :P
What I usually do is try to make bucketloads of subtle hints and toss them all out in hopes that the players will find them. If not, I bring out the Clue Bat.
A Storyteller's best trick, though, is usually to adapt to how the player's investigate things. Put the hints where the characters are, whenever possible - even if they're in a location you hadn't planned for. That way, they're a lot harder to miss.
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