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Advice for new "story now" GMs
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<blockquote data-quote="Clint_L" data-source="post: 9048288" data-attributes="member: 7035894"><p>I incorporate other game systems into D&D all the time - I think the key is to talk it out with the group first and make sure everyone is onboard with it. So, for example, when a recent storyline was headed in a heist direction, we decided to run it as a game of <em>Fiasco</em>, only adding a bit of D&D for some combat and a few skill checks. Which meant that for that session, there was no DM. Or everyone was the DM. I ran another session as a game of <em>Dread</em>, though with modified rules to prevent the entire party being wiped out. But, again, everyone knew what was happening going in.</p><p></p><p>Overall, I love the OP's suggestions. D&D sort of trained me to DM in very much the omniscient, omnipotent deity mode, and I have been working for a long time to make the storytelling more shared and cooperative. The trick can be to find that balance between player agency and maintaining enough mystery in the story so that the players feel ownership of the story but also like there is a world that they are discovering.</p><p></p><p>I feel like "story now" is essentially trying to incorporate "consent first" principles into TTRPGs, which means that the GM has to be a lot more sensitive to and caring about sometimes subtle clues from players during the game, and sometimes must make sure to ask questions up front. Those are good things for relationships in general, and TTRPGs are, at their core, about relationships between the players that can go on for years.</p></blockquote><p></p>
[QUOTE="Clint_L, post: 9048288, member: 7035894"] I incorporate other game systems into D&D all the time - I think the key is to talk it out with the group first and make sure everyone is onboard with it. So, for example, when a recent storyline was headed in a heist direction, we decided to run it as a game of [I]Fiasco[/I], only adding a bit of D&D for some combat and a few skill checks. Which meant that for that session, there was no DM. Or everyone was the DM. I ran another session as a game of [I]Dread[/I], though with modified rules to prevent the entire party being wiped out. But, again, everyone knew what was happening going in. Overall, I love the OP's suggestions. D&D sort of trained me to DM in very much the omniscient, omnipotent deity mode, and I have been working for a long time to make the storytelling more shared and cooperative. The trick can be to find that balance between player agency and maintaining enough mystery in the story so that the players feel ownership of the story but also like there is a world that they are discovering. I feel like "story now" is essentially trying to incorporate "consent first" principles into TTRPGs, which means that the GM has to be a lot more sensitive to and caring about sometimes subtle clues from players during the game, and sometimes must make sure to ask questions up front. Those are good things for relationships in general, and TTRPGs are, at their core, about relationships between the players that can go on for years. [/QUOTE]
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