Zonurel
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When running a society game, especially a scenario, it's important that everyone has agreed to be trying to play the game as written. The GM should be trying to keep the game following the outline that is provided by the scenario. Players will sometimes do things that go outside that outline, and GMs are empowered to follow the lead of their players a bit, and gently pull them back to the outline. However, if a player is purposely trying to get outside the outline, I consider that player is being disruptive.
What does everyone else think?
I think a great point made earlier was about expectations. A good number of players play Society expecting the game to follow a path, enjoy some good RP, some crunch, and fresh lootz.
A player at the table would be disruptive by trying to break the outline of the adventure, but also try to break the cohesion at the table making it sour for others.
In Education, its call it Constructivism. Essentially we come together and "agree" what we learn, or in this case how we adventure.
Hmm, in the sense of staying on the plot, I think running games as written is especially valid to new gm, I think more experienced ones know how to be a little more flexible, an I right?
I agree 100%. And some great adventuring can be had with a flexible GM.
