Hey all - I just wanted to talk a little bit more about the DM criticism you all are making, and to some extent, other people who've read the piece for editing have made.
The DM, in the case of the silent forest, created an interesting puzzle for his players to solve. He then took the most obvious course of action - that they would attempt to explore the forest - and had an encounter prepared for it. The issue, in my opinion, was not so much that he was unwilling or unable to be creative, but rather, that given the situation, there was probably a 90% chance that he'd have to use the encounter.
I have noticed often that people when playing games tend to start playing within the game. That is, they recognize the game's inherent gameyness and smooth over the cracks. They see that they, as players, are supposed to behave according to certain parameters. To some extent it's rules, like Scrabble not allowing proper nouns, but to another extent it's social, in that they won't work against one another or the game by exposing the flaws of the game.
So what happened in this case is that, with an interesting puzzle, there were eight player characters who, in building a consensus as to what they should try to do, ended up taking the most likely path. This doesn't mean that the DM wouldn't have been prepared had they surprisingly chosen a totally different path, but rather that he was totally prepared for them to take the path of least resistance to the game and each other.
As for those of you who say that they've had DMs created totally open and free worlds, I'd have to see this to agree with you. I really don't understand how that could be played as a game with rules.
The DM, in the case of the silent forest, created an interesting puzzle for his players to solve. He then took the most obvious course of action - that they would attempt to explore the forest - and had an encounter prepared for it. The issue, in my opinion, was not so much that he was unwilling or unable to be creative, but rather, that given the situation, there was probably a 90% chance that he'd have to use the encounter.
I have noticed often that people when playing games tend to start playing within the game. That is, they recognize the game's inherent gameyness and smooth over the cracks. They see that they, as players, are supposed to behave according to certain parameters. To some extent it's rules, like Scrabble not allowing proper nouns, but to another extent it's social, in that they won't work against one another or the game by exposing the flaws of the game.
So what happened in this case is that, with an interesting puzzle, there were eight player characters who, in building a consensus as to what they should try to do, ended up taking the most likely path. This doesn't mean that the DM wouldn't have been prepared had they surprisingly chosen a totally different path, but rather that he was totally prepared for them to take the path of least resistance to the game and each other.
As for those of you who say that they've had DMs created totally open and free worlds, I'd have to see this to agree with you. I really don't understand how that could be played as a game with rules.