Simon Legrande wrote:
So the players should write out the script of what they want to do then give it to the GM to run? Or are the players making it up as they go and expecting the GM to keep up?
If the players want to wander off into nowhereland, how should the GM adjust his campaign world? I'm honestly just not seeing how "the players should be telling the story" works.
Of course they shouldn't write out a script. And, yes, at times the GM has to make things up on the run. The GM runs the world, and applies consequences.
Now, it is of course entirely appropriate for a campaign to have a theme and boundaries, and character creation should take those into account. If the GM is going to run Skull and Shackles for instance, you make a character that wants to be a pirate and do piratical things, not someone whose goal in life is to explore the underdark. If you want your campaign to revolve around protecting a village from evil, you tell that to the players up front (and if someone refuses to make such a character it is perfectly fine to not have them be part of that game.)
The GM figures out what the bad guys are going to do, likely gives some clues to the PCs, perhaps suggests through various means some possible courses to take but ultimately it is up to the PCs to decide what to do.
And if they go hunting meercats and their home is destroyed, when consequences happen and now we perhaps have a tale of revenge and redemption.
The AP assumes the characters actually care about the town(or its people), and not trying to save it means the player is not cooperating. If he had a problem with the AP it should have been mentioned before it started. I don't know now the GM would have handled that, but at least it could have potentially been handled before it became a problem.