Tag: spotlight
Yet another random observation
by sagotsky on Jan.22, 2009, under self improvement
I had a thought. Â My games tend to focus on story. Â I like writing story. Â Building powerful enemies feels like homework, but story is always new and exciting. Â In all of GMing, nothing is more fun to me than spawning a new plot thread or tying two plot threads into one.
As much as I like story building, I don’t like story telling. Â In my head I know that a story is about the journey, not the destination, but when I’m speaking (something I do frequently as a GM) I rush it. Â And it’s not because I have a super cool ending that I have to show the players. Â Far from it. Â I rush to the end because I want to find out what happens.
If I’ve written a plot correctly, it’ll be up to the players to handle the conclusion. Â So they’ve killed off the BBEG? Â That’s not the end of the story. Â The end of the story is what they do once they’ve stumbled into control of whatever power he was amassing. Â Done correctly, I’ve given momentum to the plot and then set the players free to resolve the final conflict.
But when I get excited and rush it, the players don’t take over when I hand the game back to them. Â What’s supposed to be the grand finale sputters and halts. Â I’ve handed off the game to the PCs, but they’re left bewildered and don’t know that it’s their turn to take over. Â I can’t blame them for dropping the ball.
Strange as it sounds I think my GMing would benefit if I hogged the spotlight just a little (this goes for NPCs as well as giving plots enough time to boil over). Â I should take time to tell the story instead of pushing to see it resolved. Â The more I steal the limelight, the more the players will want it back. Â As it is, they’re used to taking control whenever they feel like it, and I let them because I want the game to be open and sandboxy. Â Maybe denying them control is the best way to make them want to take control.