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A GMing telling the players about the gameworld is not like real life
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<blockquote data-quote="hawkeyefan" data-source="post: 7595616" data-attributes="member: 6785785"><p>On the first point, I would say that predetermining things actually creates more risk of inconsistency. Certainly a new element that is introduced can't contradict what hasn't been established, right? So this seems a pretty pointless concern. </p><p></p><p>On the second, I would say that this is a more valid concern, but that I think it's far less of a big deal than you seem to think. There's nothing that says new elements introduced in a more narrative game must come from absolutely nowhere. You can build to things just as you can in a traditional RPG. </p><p></p><p></p><p></p><p></p><p>If they already know the areas beyond the branching paths, then there's no real need to focus on the amount of traffic at the fork. Certainly the traffic at the fork might be the trigger for such exploration....which can then be narrated accordingly in either method. The GM can read the boxed text or paraphrase from his notes, or the GM can call for dice rolls, and then construct what is found there based on the results. </p><p></p><p>I think that in this case, the predetermination may be helpful for some GMs. I myself find that kind of stuff very helpful, depending on what it is. But I also love determining things on the fly. Or a combination of the two things, which is I think what most narrative games really are; the GM has ideas about what may come up, often very informed by what would be challenging or meaningful to the characters, and then lets the dice roll to determine how those things come into play. </p><p></p><p></p><p></p><p></p><p>I think this is likely one area where the misconception of narrative games comes up.....it's not all being determined on the fly by improv. Certainly the PCs are heading in a certain way for some reason. Very likely they have an idea of what challenges may lay ahead. The GM'll have an idea about all this regardless of the game type, and likely have discussed this with the players in one way or another. </p><p></p><p></p><p></p><p></p><p>Actually, you do. I mean, if you want to have an informed opinion. You can certainly put forth any assumptions you want about anything. But without actual knowledge to back them up, that's all they are.....assumptions. Even the ones that may turn out to be correct, they are mere assumptions. </p><p></p><p></p><p></p><p>I can imagine that it may seem this way without having firsthand experience. But you are incorrect. There's nothing about such games that makes them more prone to inconsistency than any other game.</p></blockquote><p></p>
[QUOTE="hawkeyefan, post: 7595616, member: 6785785"] On the first point, I would say that predetermining things actually creates more risk of inconsistency. Certainly a new element that is introduced can't contradict what hasn't been established, right? So this seems a pretty pointless concern. On the second, I would say that this is a more valid concern, but that I think it's far less of a big deal than you seem to think. There's nothing that says new elements introduced in a more narrative game must come from absolutely nowhere. You can build to things just as you can in a traditional RPG. If they already know the areas beyond the branching paths, then there's no real need to focus on the amount of traffic at the fork. Certainly the traffic at the fork might be the trigger for such exploration....which can then be narrated accordingly in either method. The GM can read the boxed text or paraphrase from his notes, or the GM can call for dice rolls, and then construct what is found there based on the results. I think that in this case, the predetermination may be helpful for some GMs. I myself find that kind of stuff very helpful, depending on what it is. But I also love determining things on the fly. Or a combination of the two things, which is I think what most narrative games really are; the GM has ideas about what may come up, often very informed by what would be challenging or meaningful to the characters, and then lets the dice roll to determine how those things come into play. I think this is likely one area where the misconception of narrative games comes up.....it's not all being determined on the fly by improv. Certainly the PCs are heading in a certain way for some reason. Very likely they have an idea of what challenges may lay ahead. The GM'll have an idea about all this regardless of the game type, and likely have discussed this with the players in one way or another. Actually, you do. I mean, if you want to have an informed opinion. You can certainly put forth any assumptions you want about anything. But without actual knowledge to back them up, that's all they are.....assumptions. Even the ones that may turn out to be correct, they are mere assumptions. I can imagine that it may seem this way without having firsthand experience. But you are incorrect. There's nothing about such games that makes them more prone to inconsistency than any other game. [/QUOTE]
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