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Re: (TFT) High Level Play ... and "House Rules"



At 3:01 -0500 11/12/10, Chris wrote:
If Conan is a PC I might want him to escape.
Putting him in a hole and seeing what he does next is part of the game.

"I dig!"..."Ah'll pe beck!"   :-)

At 3:01 -0500 11/12/10 (yeah I'm on digest), Jay wrote:
There are psychological reasons why people play games. ... As a
general principle, the locus of control variable may be thought of as
affecting behavior as a function of expectancy and reinforcement within a
specific situation (Carlise-Frank, 1991)."

	Cool stuff!
And honestly, I'm in a bit of quandary here. I think this is a different axis of the referee-ing trade space than we were discussing originally; that was "House Rules" and when and whether the referee can change/make up rules to fit the situation. I argued the answer to that is "as rarely as he can get away with", to help the internal self-consistency of the world and hence to assist the players' "suspension of disbelief" that allows them to immerse themselves in the world. In describing my opinion of that, though, I strayed over into the territory of "scripted adventure vs. players'-choice world". And that's an area where I have a lot less strong opinions. Given a true player-choice world, most groups of players will architect a scenario where they all get rich and none of them gets killed, and live happily ever after. Boring. On the other hand, I would never enjoy playing an adventure where the referee tells me, "you do this. Next, you do that...." so the concept of an adventure which is totally "scripted" is also kind of anathema to me. I like the idea of an adventure where the players have a serious challenge, with several ways to approach the challenge, *any one* of which could succeed, but *any one* of which is hard enough that it will probably kill off a small percentage of the party (or at least accompanying NPC's). Death Test is a pretty impressive achievement in meeting this criterion, in my opinion. It's neither totally "scripted" (since the players do get to turn left, turn right, use magic early, use magic late, etc.) nor is it totally free-form (you can't back out, once started).

To me, that's the hard part of GM'ing. Figuring out "flexible" challenges which are also interesting.

	Flexible means both,

1) scales nicely to the size of the party, by referee fiat on-the-spot if necessary, *and* 2) can be met by any of several techniques (magic-heavy party, sneaky party, brute-force fighter party .... ) and the party can choose which technique to apply.

That second measure of "flexibility" is what's crucial in satisfying the "locus of control" criterion Jay referred to, and getting that right (neither too scripted nor too open) is an important part of the art of entertaining the players, in my opinion.

--
						- Mark     210-379-4635
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