RE: Re: Chandeliers (presence thereof)

From: Bruce Ferrie <bruce_at_...>
Date: Mon, 10 Dec 2001 23:40:32 -0000


On Monday, December 10, 2001 3:17 PM, ian_hammond_cooper wrote:
> >It's a case of "know your players", really, which is good GM advice
> regardless of system...

Yeah, I tend to the "letting players make stuff up within reason" school. Though I do run another game for a group who prefer me to give them more detailed descriptions of locations. They find it sparks their imaginations more than a vague "generic inn" type description.

Horses for courses, really.

As a player, I like a GM who'll be a bit vague and let me "get away" with creating, say, a cauldron of hot soup that no-one mentioned before. But I will limit it to this and not make up, frex, a huge fire-breathing dragon. That would just be silly. :)

As a GM, I like letting the players add little details (and sometimes NPCs) - it takes away some of the hard work involved in always describing every element of the scene to the players. Besides, they might have cool ideas that I hadn't thought of...
I always retain the right to veto any suggestion if it might destroy a planned scene - my plans might rely on there *not* being a roof on the building, for example.

It's what suits me and my style of play.

Regards,

Bruce

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