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Pemertonian Scene Framing and 4e DMing Restarted
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<blockquote data-quote="chaochou" data-source="post: 6091177" data-attributes="member: 99817"><p>My experience has been the reverse - you let five creative people (roleplayers) sit round and start inventing stuff and you can generate new material, new threats, new NPCs, new ideas far, far quicker than you can resolve anything.</p><p></p><p>I think it's also worth bearing in mind that strong protaganism is the key for a lot of people. No-one says that when you look back what happened can't seem far-fetched, cheesy or wierd. Scene-framing, as a technique, can help facilitate the protaganism. It doesn't control the aesthetics.</p><p></p><p></p><p></p><p>I see what you're saying in theory, but I don't find it happens in practise. When you have to GM in the moment, there at the table, you'll say some pretty crazy stuff. Whoa! What just happened? You'll get non-sequiturs, strange moments or wierd scenes that just don't play out how anyone could have envisaged. And the game still has dice. They have a habit of not doing the predictable thing. Of killing off NPCs and breaking spaceships.</p><p></p><p>What I try and take to the table is two ideas for 'starting scenes' for each character - two bangs which will kick off some new crisis or situation if things lag or dead-end. Often I only need a few for a session - hell, on good days I only need one to get stuff rolling - but the GM can always shake things up by framing into something new. And I find it reassuring to know I can give any player some time in focus if they're not getting into the action. Whether this answers your question about 'externally generated scenes' I don't know.</p><p></p><p>I'm wary of allowing any one playstyle to lay claim to immersion. I've seen a tendency by some people to want to stake it out as some sort of territory. I think it comes with a playstyle <em>which suits you</em>, not with a playstyle.</p><p></p><p></p><p></p><p>I haven't checked carefully, but BW Gold doesn't appear to have anything much from the Adventure Burner in it.</p></blockquote><p></p>
[QUOTE="chaochou, post: 6091177, member: 99817"] My experience has been the reverse - you let five creative people (roleplayers) sit round and start inventing stuff and you can generate new material, new threats, new NPCs, new ideas far, far quicker than you can resolve anything. I think it's also worth bearing in mind that strong protaganism is the key for a lot of people. No-one says that when you look back what happened can't seem far-fetched, cheesy or wierd. Scene-framing, as a technique, can help facilitate the protaganism. It doesn't control the aesthetics. I see what you're saying in theory, but I don't find it happens in practise. When you have to GM in the moment, there at the table, you'll say some pretty crazy stuff. Whoa! What just happened? You'll get non-sequiturs, strange moments or wierd scenes that just don't play out how anyone could have envisaged. And the game still has dice. They have a habit of not doing the predictable thing. Of killing off NPCs and breaking spaceships. What I try and take to the table is two ideas for 'starting scenes' for each character - two bangs which will kick off some new crisis or situation if things lag or dead-end. Often I only need a few for a session - hell, on good days I only need one to get stuff rolling - but the GM can always shake things up by framing into something new. And I find it reassuring to know I can give any player some time in focus if they're not getting into the action. Whether this answers your question about 'externally generated scenes' I don't know. I'm wary of allowing any one playstyle to lay claim to immersion. I've seen a tendency by some people to want to stake it out as some sort of territory. I think it comes with a playstyle [I]which suits you[/I], not with a playstyle. I haven't checked carefully, but BW Gold doesn't appear to have anything much from the Adventure Burner in it. [/QUOTE]
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