Quote:
In regards to fighting with the pirates at the bar, I wasn't opposed to that on a moral grounds but more on the idea that the group could possibly be outnumbered given that they were in the pirate's home turf.
Yea, that's totally fair, and I understand that was probably the hold up there, and just with confronting the pirates or trying to check out more of their place in general.
But I guess that's where it gets into the more meta and unspoken gamey, social contracty aspects of RPGs.
In that, as GM, I'm not here to kill your PCs. Right? Like, that's not fun. I want a dramatic and interesting story, and a story that requires you guys to use a diverse set of Skills. I want there to be a sense of danger. I want the outcomes of rice rolls to be appropriately uncertain. But I want the story to keep going, always. So even if it is a "realistic" fear or consideration that, "
Yea, we might win against these 4 guys that are here right now, but what about the other pirates? Surely the barkeep is gonna just call in the army if we start a fight.", that doesn't create an interesting story. So of course, albeit, unbeknownst to you guys IC, the barkeep really doesn't like these pirate thugs. If you guys put the pirates in their place, it's a relief to him, and while he may tell you that you gotta leave like NOW, you'll have time to search the thugs and grab a key card or datapad off of them.
Also, isn't ignoring that kind of possibility, or pushing on despite it, what makes someone a Big Damn Hero?
Quote:
Just a thought, we do keep on stalling out in places but maybe it is more of us (definitely me) not recognizing options presented in front of us.
Yea, and I will take the blame for this one. Watching Bob run his game, prompting players is something I'm aware that I need to do better at. But at the same time... like - let me preface this by saying that I think a lot of the OSR thing is B.S. and is just a marketing ploy but... - I have this old school streak in me that every time I think to myself, "
Should I point out this option to them...?", I have this other voice that says "
Don't do it!"
Also, with the way I plan adventures, I rarely envision specific paths start to finish through a scenario.
I'll take a super-obvious trope: slavers took someone!
Twist it once: maybe one of the victims was associated with them?
Twist it twice: maybe they actually shelter other slaves?!
Set that concept in the game world. And just sit back and see how it unwinds.
Like, yea, I'll create a map with a couple physical weak spots, for if you decide to physically infiltrate. I'll throw in a couple NPCs as social weak spots, if you decide to socially infiltrate. And... everything else just kind of emerges in play.
So I often don't know how it all fits together until we begin play, and so I don't see some possibilities until we're in the middle of it, and I'm like "
Ohhh, do they see that? Let's find out..." And then if you don't, like the moment has passed and I'm like, crap.
Probably not a super helpful way to GM 😅
I know we've talked about my open-worldy approach, and how it doesn't work too well for pbp. If we press on, I'll probably need to re-write... or, just write, I guess... a more concrete notion of what the game looks like afterward.
But I also just don't like planning 😖