I think you covered it pretty well, and reassured me on the important stuff. You're right on character introduction - it's sort of funny, but when you posed that scenario, my first thought was, "Ugh. That's a lot of work! I always have to give those situations such thought, and it takes forever." Like the recent introduction of Quincy. In the back of my mind, a little voice is still saying, "You should have developed a backstory for John of where Quincy has been on the planes. It would help him to understand what happened since the character was seen last." Or, "That was sort of a contrived way to bring him in - just coming through a portal like that. There should have been a better explanation, or it doesn't quite hold up for this reason" - etc. If I had a bit more talent, a lot more patience, and even more time, I could easily write something as lengthy as war and peace. This might sound odd or sick, but I LIKE the fact that the Tolkien books are long on explanation. It makes it more real for me. Like the adventures we're currently doing - personally, I'm far more interested in things like the history of the Green Mill Inn or its place in the local economy than in how well it suits the characters as a temporary base. That's why Dennis, on first visiting, said, "The Green Mill Inn! I have long heard of this place from songs and legends, but never realized that I would actually see it." It could be, and I'm cool with it if such is the case, that none of the players that night even caught the comment, let alone used it to build an idea that the inn they're staying in is legendary somewhere. I try to sprinkle that sort of stuff all over when I DM, and the fact that I'm in to LOTR right now is only making it worse. :) My problem is simply finding a compromise in all of this - deep down, I want the players to have a good time, but there's a channeled spirit of Professor Ludwig Von Duck in there too. ------------------------------- OK - next topic. To be honest, I'm feeling a bit of pressure in deciding how this all turns out. In some way or another, the Riders are guaranteed to have a heroic or at least momentous impact on the outcome of the "world chasing" plot. But it might not be what they expect, or the terms of success might read differently than Mylena set them up for. I have a bit of paranoia that anything I establish as DM will vanish within 3 months' time - shades of Nadan's father, or something. :) I'd really like to end up with something where everyone is satisfied. The last time a character became a god (Baish), he ended up a mortal again within a year or so of playing time. Or look at any one of my own reversals or character rebirths - Fenrys would be an example. So I'm not "stressing" over this, but it's necessary to understand where everyone else is coming from. Not to change those views or to influence them in a certain way, but to make sure that expectations aren't totally out of whack with that I'm doing. Man, can I ramble! Anyone else? > > I certainly understand what you are saying, and I think you have a good > point. However, I have to disagree when you say too much contrivance will kill > the game. Sometimes, contrivance is not only useful, but absolutely necessary. > I believe the problem may be that you still wish to DM as you did when we > played more often. It's the same trap I fell into with the Tiamat War. We want > to do things for the sake of the story. Unfortunately, that's not always an > option. In my opinion, the DM has two jobs, and what shapes a DM most is where > they place their priorities. The first job of the DM is to provide a story; a > world and a plot and other characters for the players to interact with. The > second job is to provide the players with an enjoyable game. I have always > placed my emphasis on the second job, while I believe that you sometimes focus > on the first. > Does that make me a better DM? Of course not. But it can be very telling > in the way the game is run. Many times in the past I have zipped through things > that I felt would not be enjoyable for the players to actually play through. > Did it seem a little contrived? Hell yes. But, in my opinion, it was better to > be contrived than it was to have a session that wasn't as much fun as it could > have been. I think the best example to illustrate the differences between my > style of DMing and Jim's style of DMing has to do with bringing new characters > into a group. > Let's say that we have a new player joining us, and he has a character to > bring into the campaign. I will introduce that character within the first ten > minutes. It might be the stupidest introduction you have ever seen, and often > it makes no sense at all. > "The king told me to join your group." > "Um, the king has been dead for 20 years." > "Yes.....well...the king's....butler told me to join the group." > It makes no sense, but it gets the character into the group immediately, so > the player can enjoy themselves. > Jim is much more likely to detail an intricate, well plotted, and completely > rational way for the character to be introduced. His way will make sense in > terms of characterization, it will make sense in terms of plot, and it will > stand the test of time. However, the player may have to wait for 30-60 minutes > for everything to come together so they can play. > Opinions or comments on that? My basic point is not that one or the other > of us are a better DM, just that we prioritize the jobs of the DM two different > ways. > Now, on to the second part of Jim's e-mail; do we expect to succeed. Of > course we do. In every mission that I have ever been in, in any role-playing > game I have ever participated in, we have always succeeded. Sometimes there is > death, sometimes there are setbacks, but in the end, success is there. Am I > prepared for Magnus' death? Darn tootin'! If he should join the choir > invisible, so be it. I trust Jim completely as a DM, and I have no problem with > whatever happens. Perhaps he would come back, not as the king of the gods, but > as one of the smaller ones. Wouldn't that make the pantheon even more > interesting? Magnus would constantly be scheming to gain more power! It could > be the best thing that happens! > What about if the Riders don't gain the power of deities? What if another > group succeeds (say the Black Legion)? Again, no problem. Magnus will stay on > that world (with anyone who wishes) and try to wrest the power from them. That > could be some interesting adventures! > This is getting very long, so let me say this. Jim, I respect you as a DM. > I trust you as a DM. And I enjoy you as a DM. I understand that your style is > different from mine, which is a good thing, especially for Matt and Damon, since > it means that our adventures have a drastically different feel, giving them > greater chances at diverse role- playing. I am excited about your adventures. > My only problem was the amount of individual role-playing we have done the past > two weeks. You feel it was necessary for the plot. I feel a slightly > contrived, but quicker solution, would have been preferable. No harm done. > More comments? > > Jim and Karen wrote: > > > OK, yesterday Damon and John got me back on course, and reduced my > > unconscious efforts to write the Lord of the Rings trilogy to a more > > manageable movie of the week. > > > > After some thought and planning last night, it occurred to me that I may be > > able to return the favor. :) > > > > I think I know one reason why the interest level may have waned a bit the > > other night. It could come from deep-seated expectations that we as a group > > share about what is/isn't up to chance. For example, I think every player > > absolutely expected that the group would be gathered for the meeting in > > Sigil that we ended with. To be true, it had a 90% chance of happening. > > > > Here's why - Mylena really does have the only information available to the > > party that lets them pursue the quest. If they lose her at this point, it's > > all over - someone else will have already won by the time they figure > > anything out. That's one reason why she was so surprised that Magnus was > > letting her take all the risk - just to give a sense of how I'm running this > > as DM, she could have either ended up dead and lost on an outer plane or get > > so frustrated that she jump ship and hook up with another faction. > > > > I guess I'm hoping that we can have a more direct discussion today about > > where this is all leading. I sense a great deal of enthusiasm for the idea > > of a campaign world with some or a good number of our characters as gods - > > and that's good. It could be really cool. Then again, it could be cheesy. > > The whole reason that I'm writing this today is to get a handle on what > > everyone's expectations are. > > > > For example, on Wednesday - I couldn't as DM simply "let" anyone escape. > > The current group(s) may well find themselves in difficult encounters with > > divine servants who will try their hardest to recapture the Riders. Those > > beings might succeed. And that would fly in the face of players who think > > that victory is guaranteed, or that I'm setting the stage for having the > > characters all free again. I think if anything will kill our game over > > time, it will be too much contrivance. > > > > Maybe I'm being so wordy to avoid coming across in the wrong way, but this > > seems to be a very important thing to discuss. For example - John, how > > would you feel if, in the course of a battle with the Black Legion, Magnus > > died - let's say, in one of those meteor swarms that he's so fond of? :) > > > > Another Rider could possibly take up the quest - and might even make all of > > the big decisions in the end. As the only thing I will guarantee is that > > some Riders WILL have an opportunity to be gods, are you ready for a > > situation where Magnus is reborn as a major power, but only over elves or > > magic or something? > > > > I don't want to pick on John - he has the good/bad job of playing the party > > leader. And maybe I'm too anal - I just think that we all need to give some > > thought to whether we're sacrificing excellent stories for the sake of > > requiring some long-term specific outcome. > > >