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<blockquote data-quote="D'karr" data-source="post: 5759015" data-attributes="member: 336"><p>I was reading some old threads and found this very interesting quote from Gary himself:</p><p></p><p></p><p>I think this dovetails nicely with the "framework" that Matt is presenting. As the DM, the index card array serves as the plan for the scenes/decision points of the adventure. They don't restrict the players in any way, they simply serve as a plan for the DM.</p><p></p><p>The tale is actually in the telling, not in the framework. The actual story/tale is the recounting of the adventure as it's happening. The decisions are made by the players, the "framework" allows the DM to have something prepared based on those decisions, the scenes if you will. Each "index card" is a node that a player <strong><em>might</em></strong> visit based on his decisions - as the tale unfolds. But the tale is unfolding based on what the players are deciding, and the setup that the DM has prepared is fluid. </p><p></p><p>The framework allows the DM to have preparation - as Gary said, "the backstory, and plot, and the scenes." The actual story happens when the player's PCs interact with those elements.</p><p></p><p>Matt, and Hussar are not talking about a predetermined story in the typical sense. In Matt's framework the two likely outcomes are the conclusion of the adventure based on one or more of the resolutions for which he is prepared. How either of those resolutions happens is based on the scenes/nodes that the players interact with. If the players completely get off any of the prepared nodes, the DM can use the existing nodes as preparation of new scenes, or go completely improvisational and make up new nodes in response to the changes. At the end of the adventure the benefactor still has the two conclusions. Did the little princess get rescued or not? Because that was the initial premise which he sent out the adventurers to accomplish.</p></blockquote><p></p>
[QUOTE="D'karr, post: 5759015, member: 336"] I was reading some old threads and found this very interesting quote from Gary himself: I think this dovetails nicely with the "framework" that Matt is presenting. As the DM, the index card array serves as the plan for the scenes/decision points of the adventure. They don't restrict the players in any way, they simply serve as a plan for the DM. The tale is actually in the telling, not in the framework. The actual story/tale is the recounting of the adventure as it's happening. The decisions are made by the players, the "framework" allows the DM to have something prepared based on those decisions, the scenes if you will. Each "index card" is a node that a player [B][I]might[/I][/B] visit based on his decisions - as the tale unfolds. But the tale is unfolding based on what the players are deciding, and the setup that the DM has prepared is fluid. The framework allows the DM to have preparation - as Gary said, "the backstory, and plot, and the scenes." The actual story happens when the player's PCs interact with those elements. Matt, and Hussar are not talking about a predetermined story in the typical sense. In Matt's framework the two likely outcomes are the conclusion of the adventure based on one or more of the resolutions for which he is prepared. How either of those resolutions happens is based on the scenes/nodes that the players interact with. If the players completely get off any of the prepared nodes, the DM can use the existing nodes as preparation of new scenes, or go completely improvisational and make up new nodes in response to the changes. At the end of the adventure the benefactor still has the two conclusions. Did the little princess get rescued or not? Because that was the initial premise which he sent out the adventurers to accomplish. [/QUOTE]
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