Bobby A.
said: Overhearing their plans in chat, you're saying you would not counter what they plan to do? Why should you know that any other time then AS they are doing it? Certainly not! There is a difference between the GM and the NPCs. As the GM, I am not trying to make the NPCs win. For exemple, if I have prepared a dungeon and my NPCs have a tactic to defend it, they shall stick to that tactic until they (the NPCs) have some new information that they (the NPCs, not me the GM) should change it. And I'll change and adapt their plan in a way consistant with their (the NPCs) new information (not my GM information). Any information that I know, as the GM, but wouldn't be known by the NPCs is certainly not taken into account. " Roleplaying is not a wargame between the GM and the players. " I disagree with you here. It's not a war, but it is a competition. You set the stage, the players react. Your plot may unfold in ways you had no idea would come about, that is the player free will. In combat ALL ACTIONS are counter to the GM, who is the enemy. But if your game has no conflicts, then it's just a soap opera, enjoyable probably, and perhaps a good story, but lacking in my opinion. My game has conflict, but between the NPCs and the PCs. As the GM, I have no enemy. I don't play against the players (it would be too easy: a bolt from the sky, bang, you are dead). The players counter the NPCs, not me. I frequently have to take less than optimal decisions for the NPCs, because they don't have all the information I have or don't have the capacities to act upon it. Having to react to unexpected moves from the players doesn't change a thing. The reaction is limited by the NPCs limitations (some are stupid or cowards or bone-headed...). The NPCs have their own personnalities and react according to it. If you don't meke that difference, all your NPCs are just clones of yourself. My NPCs don't act as I would do if I was playing them as my character. It is not a competition because I can not win or lose (too easy to win and it is not me who loses). " I don't see how the GM can be thrown for a loop. " GM's are thrown for a loop constantly. If your plot seems to be only resolved in 1 way, and the players break that mold. You are thrown. If you can't resolve their solution, you are thrown. This IS the dynamic of the game no? Players react as their motivations dictate, BUT sometimes often more than not, they are completely unpredictable. So the GM must adapt, and if they can't, then the plot stagnates. " If the players come with a wonderful, perfectly unexpected plan, he just has to congratulate them and have the NPC react as best they would under the circumstances (dying in drove if they have no other solution). It would be a very bad GM to change the situation because of the player's intentions. " But the GM must change the situation in order to adapt to the new situation? Player intention is not always a constant, so the GM cannot also be immovable. If the situation morphs into something completely different, the GM must change not to thwart his players, or merely to thwart them, but to also get them back on course, and to indulge the direction the game is going. My players are always free to go wherever they want and do what pleases them. It is very easy, I just follow the inner logic of the situation. I don't try to thwart the players or make their situation easier or more difficult. All the places and NPCs have their own goals or logic. They act or react accordingly. I have no course to get back to (because I have no prepared path in mind), and no reason to thwart them. The situation I have prepared contains the conflicts and the problems they have to solve and, also, all I need to decide what shall happen whatever the PCs can do. " Worst, it would take any interest out of the game. What is the use of presenting the players with a problem to solve if the problem changes each time they find a solution? " I don't believe it would take out interest. Problems don't always have 1 solution, as made clear by this discussion... Yes, but what is the interest for the players if they are smart enough to find a solution (any solution), just to have the problem changed because they have been smart. Indeed, problems have an enormous number of solutions, and any working solution is good for me. I don't prepare a problem with one solution. I just prepare a problem. The way they solve it is up to the players. I don't even try to guess what they are going to do. If they find a way to solve it, that's fine for me. The world and the NPCs exist in themselves and have their inner logic. It just takes that logic to know how the world and the NPCs are going to react to the PCs actions.