Lordpanther14 Wrote:I don't know what you mean by that. I've always considered a roleplaying game a story that I can interact with and isn't that what we're doing with options provided to us?Mostly "There isn't much point trying to micromanage things." If you decide, for example, to have this be a fight scene then I will write until the fight is concluded (one way or another) and the next interesting story choice occurs. Not that this doesn't mean you shouldn't offer "tactical" advice to the character (I'll certain keep it in mind) but I'm not going to respond like a GM to questions like "What is the tactical layout of the room?" and so on and so forth. Mainly because taking five paragraphs to minutely detail the layout of a room (complete with maps) would be incredibly boring to me and make a terrible story.
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Epsilon