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<blockquote data-quote="pemerton" data-source="post: 8974090" data-attributes="member: 42582"><p>I think the best way to bring the action is to bring the action.</p><p></p><p>Players can author "kickers" for their PCs: "a player-authored Bang included in character creation, giving the GM responsibility to make it central to play"; a "bang" is an event introduced " into the game which make a thematically-significant or at least evocative choice necessary for a player." (See <a href="http://www.indie-rpgs.com/_articles/narr_essay.html" target="_blank">here</a>).</p><p></p><p>That same linked page gives the following examples of bangs:</p><p></p><p style="margin-left: 20px">It can be as simple as a hellacious demon crashing through the skylight and attacking the characters or as subtle as the voice of the long-dead murder victim answering when they call the number they found in the new murder victim's pockets.</p><p></p><p>A good RPG system - at least it seems to me - will be designed so that, in principle, any moment of action resolution can yield a bang. For instance, upthread I mentioned a session of Burning Wheel play involving Aedhros and Alicia. Earlier bangs had resulted in the two of them planning to break into a harbour official's strongroom. How to get in? Alicia, a weather watcher, tries to predict the weather: but instead of the moonlit night she is hoping for, it starts raining. Then Alicia decides to cast Chameleon to help sneak in - a check is called for, it fails, the result (as generated via the rules for failed castings) is that instead of turning invisible as she hoped, the rain about her turns into copper coins, reflecting her deep desire for wealth; and Alicia faints from the tax of casting the spell, and so is lying in the rain with a pile of copper coins on top of her. Which provokes action from Aedhros, etc. (A full actual play report is <a href="https://www.enworld.org/threads/burning-wheel-actual-play.696702/" target="_blank">here</a>.)</p><p></p><p>This is how we get <em>story</em> without the need for anyone to be aiming at creating a story via their "unified vision".</p></blockquote><p></p>
[QUOTE="pemerton, post: 8974090, member: 42582"] I think the best way to bring the action is to bring the action. Players can author "kickers" for their PCs: "a player-authored Bang included in character creation, giving the GM responsibility to make it central to play"; a "bang" is an event introduced " into the game which make a thematically-significant or at least evocative choice necessary for a player." (See [url=http://www.indie-rpgs.com/_articles/narr_essay.html]here[/url]). That same linked page gives the following examples of bangs: [indent]It can be as simple as a hellacious demon crashing through the skylight and attacking the characters or as subtle as the voice of the long-dead murder victim answering when they call the number they found in the new murder victim's pockets.[/indent] A good RPG system - at least it seems to me - will be designed so that, in principle, any moment of action resolution can yield a bang. For instance, upthread I mentioned a session of Burning Wheel play involving Aedhros and Alicia. Earlier bangs had resulted in the two of them planning to break into a harbour official's strongroom. How to get in? Alicia, a weather watcher, tries to predict the weather: but instead of the moonlit night she is hoping for, it starts raining. Then Alicia decides to cast Chameleon to help sneak in - a check is called for, it fails, the result (as generated via the rules for failed castings) is that instead of turning invisible as she hoped, the rain about her turns into copper coins, reflecting her deep desire for wealth; and Alicia faints from the tax of casting the spell, and so is lying in the rain with a pile of copper coins on top of her. Which provokes action from Aedhros, etc. (A full actual play report is [url=https://www.enworld.org/threads/burning-wheel-actual-play.696702/]here[/url].) This is how we get [i]story[/i] without the need for anyone to be aiming at creating a story via their "unified vision". [/QUOTE]
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