Is the dichotomy between player-driven and referee-driven games really just about being able to railroad your players? People don’t like player-driven games because they can’t railroad their players into a prepared plot arc? They think it’s hard work reacting to player choices during play?
Railroading is just bad roleplaying (though not necessarily bad gaming). The
GM spends loads of creative energy
imagining the decisions his players will make and planning for every possible outcome just to lead the story in a certain direction that probably wasn’t their first choice anyway. He literally dictates player decisions through plot devices. The game becomes rollplaying because every rp situation is really just a Hobson’s choice or a stat-based dice roll between prepared options. Even worse is when the
GM reads off prepared descriptions of people straight from a notecard. That’s about as immersing as a power-point presentation. Or, if he has some performance skill, it’s about as immersing as a library storybook hour.
Player-driven stories force the
GM to work on preparing the material that matters. The stuff that makes
roleplaying fun.
1. Designing NPCs. Developing plot-important NPCs to such detail that the
GM can use their personality, tools, and motives to react fluidly to events in the story is important. Players already do just that with their characters. I always hear
GM’s say, “
OH NO! My players did something creative I wasn’t expecting! My encounter with the bad guy is totally ruined!” Why the hell can’t
YOU do something creative they weren’t expecting right back?.… Why is the
GM the least creative person in your group?!
2. Learning storytelling techniques. When something unexpected happens (read: whenever your players do anything), the
GM needs to react quickly and creatively. New GMs or people who only play
DND campaign books have no clue how to do this and pee themselves like little girls. Experienced GMs usually have plenty of ideas. Though most experienced GMs can’t explain why they don’t pee themselves every time they have to bullshit through an entire session, it usually has to do with having picked up some storytelling skill. Which, if nothing else, means recycling tropes (
tvtropes.org/pmwiki/pmwiki.php/Main/HomePage ) and having plenty of fun-to-play characters (
www.enginepublishing.com/masks-1000-memo…any-roleplaying-game) to fall back on. Because most GMs are amateur (or think they’re professional) writers, it shouldn’t be too hard to figure out what kind of plot twists you like to fall back on when the group needs you to shout
AND THEN SOMETHING HAPPENS! So many GMs say, “But they want to go somewhere I didn’t plan for!” …why do you care so much where the story goes? Or are you spending all your free time writing an amateur fantasy story that you expect your little puppets to play along with instead of preparing a roleplay?
3. Joining in. When you sit behind the screen with ten pages of prepared notes, a map and are busy analyzing how your players’ decisions affect your carefully designed plot, you aren’t immersing yourself in the roleplay. The players are talking among themselves, hopefully with poorly affected accents and histrionic voices, really caring about what they are doing and what decisions they make. What the hell are you doing? Watching? Waiting for a decision? Reviewing the next planned encounter? You aren’t playing the same game. When all you have is your wits, your character outlines, your understanding of dramatic devices and a bunch of funny voices, you really join in on the game. Your players are only playing one character. You may have to play ten. And since you don’t know what you’re getting into, you have to rely on those characters to tell you what happens next. GMs say, “My group never focuses! We never get anywhere! They just order pizza and talk!” …Why is the person least immersed in the game bitching about a lack of focus? If the
GM roleplayed as much as the players, the game would catch fire.
Or I might be misunderstanding what you mean by referee-driven games. But there are plenty of bad GMs out there. They will naturally drift towards player-driven storytelling regardless of ruleset if they try to improve their storytelling. Or they will stew in mediocrity and eventually their group will fall apart.