Talk:Game

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Im not sure if there needs to be less unity, but maybe a focus on subplots rather than an overarching plot. Then the GM has control to lead the players subplots into crescendos that bring them together. In this sense, the players need not be as well connected when the game begins, but the plot of the game will forge their relationships. Each player will have their own intentions and goals, and the players will gravitate their characters towards those others who have compatible goals.

Sometimes players seem to feel a little railroaded, and if we are free to make the passages that connect the players in game time rather than being told beforehand that your background must intertwine with a certain number of disparate others this could be alleviated, at least partially.