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Advice for new "story now" GMs
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<blockquote data-quote="loverdrive" data-source="post: 9059233" data-attributes="member: 7027139"><p>I understand it came from the player. What I mean is, anyone, including players, having narrative "plans" isn't really in the spirit of Story Now.</p><p></p><p></p><p>I think there are two ways to define "comfortable" (or, rather, not comfortable):</p><p></p><ul> <li data-xf-list-type="ul"><strong>A) Frustrating, producing anger at the outcome</strong>: <em>"I wanted my character to have a healthy family life, and now I'm mad the story didn't go the way I wanted it to."</em><br /> <br /> In this case, well, happens. Sometimes plans just don't work and the story develops in a way you didn't intend it to. It's a part of the game. It's called Story Now, not Story Before, after all.<br /> <br /> Git gud (or stop being too attached, either works). To use a vidyagame example: I'm not particularly elated to see GAME OVER screen, but I just accept that it's part of the fun.<br /> <br /> </li> <li data-xf-list-type="ul"><strong>B) Distressing, producing unpleasant emotions that are separate from the game itself</strong>: <em>"My character having a healthy family life is important to me because otherwise it would cut wounds I'd rather not touch"</em><br /> <br /> In this case, the answer to the question "how you identify it" is: you can't. The only person who can judge is the person being distressed!<br /> <br /> That's what safety tools are for. Lines and veils for calm and prepared groundwork for things you already know, and revising them if your state changes; X-Card as a last-resort option when you are overwhelmed by something you never even considered.</li> </ul><p>When safety tools are invoked, <strong>it's not GM's place to judge</strong> whether it's A or B. If they are invoked, you honour it, very simple.</p><p></p><p>But, outside of safety tools, you can, like, just talk. "Hey, I kinda had narrative plans for my family, how about instead of blowing them up, [X] happens?", but if MC disagrees, well, too bad. The same goes the other way round: "Hey, I think this NPC can be interesting to keep in the picture, is it really that big of a deal for you that you kill him here?" is a request that the players can deny.</p></blockquote><p></p>
[QUOTE="loverdrive, post: 9059233, member: 7027139"] I understand it came from the player. What I mean is, anyone, including players, having narrative "plans" isn't really in the spirit of Story Now. I think there are two ways to define "comfortable" (or, rather, not comfortable): [LIST] [*][B]A) Frustrating, producing anger at the outcome[/B]: [I]"I wanted my character to have a healthy family life, and now I'm mad the story didn't go the way I wanted it to."[/I] In this case, well, happens. Sometimes plans just don't work and the story develops in a way you didn't intend it to. It's a part of the game. It's called Story Now, not Story Before, after all. Git gud (or stop being too attached, either works). To use a vidyagame example: I'm not particularly elated to see GAME OVER screen, but I just accept that it's part of the fun. [*][B]B) Distressing, producing unpleasant emotions that are separate from the game itself[/B]: [I]"My character having a healthy family life is important to me because otherwise it would cut wounds I'd rather not touch"[/I] In this case, the answer to the question "how you identify it" is: you can't. The only person who can judge is the person being distressed! That's what safety tools are for. Lines and veils for calm and prepared groundwork for things you already know, and revising them if your state changes; X-Card as a last-resort option when you are overwhelmed by something you never even considered. [/LIST] When safety tools are invoked, [B]it's not GM's place to judge[/B] whether it's A or B. If they are invoked, you honour it, very simple. But, outside of safety tools, you can, like, just talk. "Hey, I kinda had narrative plans for my family, how about instead of blowing them up, [X] happens?", but if MC disagrees, well, too bad. The same goes the other way round: "Hey, I think this NPC can be interesting to keep in the picture, is it really that big of a deal for you that you kill him here?" is a request that the players can deny. [/QUOTE]
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