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Judgement calls vs "railroading"
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<blockquote data-quote="Campbell" data-source="post: 7080484" data-attributes="member: 16586"><p>It depends on the specific game and the specific principles in play. When I bring these techniques into other games I generally also have a list of specific principles and agenda I have prepared for the game in question. Generally I prefer <strong>ask provocative questions and build on the answers</strong> to Dungeon World's weakening of the principle to <strong>ask questions and use the answers</strong>. The way that it tends to work in practice for me is I go where my own interests are and ask directed questions of specific players' characters that should add interest to the fiction. I only ask questions that their character should have the answer to.</p><p></p><p>Here are my expectations for players:</p><ul> <li data-xf-list-type="ul">It should be interesting fiction that will have an impact on play.</li> <li data-xf-list-type="ul">It should tell us something about your character that we don't already know. Let us peel back the layers on the onion.</li> <li data-xf-list-type="ul">Approach the question as a curious explorer of the fiction. </li> <li data-xf-list-type="ul">It should leave room for more questions.</li> </ul><p></p><p>In practice, I am not really all that concerned with vetting their answers. I trust them to play their characters with integrity, be curious about the fiction, and say interesting things.</p><p> </p><p>The following passage from Masks should highlight the use of the technique:</p><p></p><p></p><p></p><p></p><p></p><p></p><p></p><p>My approach is generally the same, but with a twist. I am not big on intent, but I still want to know what has changed. I am big on every action being consequential, regardless of the result. Nothing ever stays the same. There is always risk and change involved. The fiction is dynamic. </p><p></p><p></p><p></p><p></p><p>The biggest difference here is that I do not want to know or guess what they will do. A large part of my fun in running the game comes from playing off the other players and not knowing what course they will take. I want to approach the game with a spirit of curiosity. My prep tends to be focused on thinking up threats and challenges to what the players' characters believe about themselves. I tend to leave this all in potentia rather than nailing things down so I don't become invested in outcomes.</p></blockquote><p></p>
[QUOTE="Campbell, post: 7080484, member: 16586"] It depends on the specific game and the specific principles in play. When I bring these techniques into other games I generally also have a list of specific principles and agenda I have prepared for the game in question. Generally I prefer [B]ask provocative questions and build on the answers[/B] to Dungeon World's weakening of the principle to [B]ask questions and use the answers[/B]. The way that it tends to work in practice for me is I go where my own interests are and ask directed questions of specific players' characters that should add interest to the fiction. I only ask questions that their character should have the answer to. Here are my expectations for players: [LIST] [*]It should be interesting fiction that will have an impact on play. [*]It should tell us something about your character that we don't already know. Let us peel back the layers on the onion. [*]Approach the question as a curious explorer of the fiction. [*]It should leave room for more questions. [/LIST] In practice, I am not really all that concerned with vetting their answers. I trust them to play their characters with integrity, be curious about the fiction, and say interesting things. The following passage from Masks should highlight the use of the technique: My approach is generally the same, but with a twist. I am not big on intent, but I still want to know what has changed. I am big on every action being consequential, regardless of the result. Nothing ever stays the same. There is always risk and change involved. The fiction is dynamic. The biggest difference here is that I do not want to know or guess what they will do. A large part of my fun in running the game comes from playing off the other players and not knowing what course they will take. I want to approach the game with a spirit of curiosity. My prep tends to be focused on thinking up threats and challenges to what the players' characters believe about themselves. I tend to leave this all in potentia rather than nailing things down so I don't become invested in outcomes. [/QUOTE]
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