Over on the WHFRP3 forum I came across a thread discussing left brain and right brain, and how we interpret dice results, particularly numbers vs symbols. In that thread someone said something about players "self GMing" their dice results, the narratives.
This got me to thinking about how my players "lock up" imaginatively when narrating...well, nearly everything. They play quite a few crunchy, rigid RPGs, like Pathfinder. Personally, I don't care for it. Also, I abandoned Dark Heresy and its ilk because of the intense technical nature of its engine. I think when the players come to my game they have trouble engaging the imaginative sides of their brains because they train all week on analytical RPG skills.
I was thinking about talking with my players about what being players vs being a GM means, and maybe discarding "player" from the equation and letting them self GM while I give moderate directional focus and act as an impartial arbitor.
I would like to start a discussion, not about GM tips per se, but about ways to encourage and nurture creativity. There are some really great threads scattered throughout the WHFRP3 forums on this topic, but sadly I cannot link them because my access is limited. Perhaps we can begin here, start fresh, and share our observations and the techniques used to help our players get their creative juices pumping?
Edited by Alekzanter