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GMs: Guiding Morals in GMing
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<blockquote data-quote="AbdulAlhazred" data-source="post: 8982080" data-attributes="member: 82106"><p>Yeah, the way you describe play is pretty trad -> neo-trad by the definitions given here. The players construct elements of their characters, usually backstory but also potentially character traits, beliefs, etc. The GM is in overall charge of creating the setting, developing and running NPCs, and creating story arcs which engage with the PCs 'stuff'. It can range from mostly GM-directed with player stuff appearing in bits and pieces all the way to being entirely built around the PC's chosen stories. Usually setting exists fairly independently of that and has its own logic, often meta-plot, etc. but that can vary too.</p><p></p><p>For instance I recall building a campaign called "The Island" back around 20 years ago. I built the Island, the PCs wash up on shore, and it goes from there. I made a map, designed the NPCs, the various people and story arcs that were in play, but the players would just go and do whatever they felt like, so it was kind of up to them to decide what really mattered. There was a meta-plot, although I deliberately kept it fairly vague. So, while it was run using 2e rules, IIRC, many of the typical D&D tropes were either not in play or were only potentially available. It was, I would say, pretty close to neo-trad. I was doing a lot of the up front work, but the players pretty much decided what exactly the 'real story' was. Not as focused on character internal drives and whatnot as modern narrative style games, but fairly close I guess. </p><p></p><p>I'd note that there was a fair amount of prep that I did, but I am not sure it was all that valuable, lol. I probably could have winged it.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 8982080, member: 82106"] Yeah, the way you describe play is pretty trad -> neo-trad by the definitions given here. The players construct elements of their characters, usually backstory but also potentially character traits, beliefs, etc. The GM is in overall charge of creating the setting, developing and running NPCs, and creating story arcs which engage with the PCs 'stuff'. It can range from mostly GM-directed with player stuff appearing in bits and pieces all the way to being entirely built around the PC's chosen stories. Usually setting exists fairly independently of that and has its own logic, often meta-plot, etc. but that can vary too. For instance I recall building a campaign called "The Island" back around 20 years ago. I built the Island, the PCs wash up on shore, and it goes from there. I made a map, designed the NPCs, the various people and story arcs that were in play, but the players would just go and do whatever they felt like, so it was kind of up to them to decide what really mattered. There was a meta-plot, although I deliberately kept it fairly vague. So, while it was run using 2e rules, IIRC, many of the typical D&D tropes were either not in play or were only potentially available. It was, I would say, pretty close to neo-trad. I was doing a lot of the up front work, but the players pretty much decided what exactly the 'real story' was. Not as focused on character internal drives and whatnot as modern narrative style games, but fairly close I guess. I'd note that there was a fair amount of prep that I did, but I am not sure it was all that valuable, lol. I probably could have winged it. [/QUOTE]
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