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<blockquote data-quote="Pedantic" data-source="post: 9317867" data-attributes="member: 6690965"><p>There's a bunch of excluded middle ground there, but I personally prefer a conception as "GM as toymaker." That, and you can simple make it a principle (to borrow the language) that the GM-as-worldbuilder and GM-as-animator-of-NPCs should be held separately in the GM's mind. I have no idea where you'd get the resources from, but it would be an interesting design to actually separate those roles into multiple people. I've seen some experiments with rotating NPC duties amongst players, but that basically just moves it from "get two people with an interest in GMing" to "get 5 people with an interest in GMing" and that isn't really any better.</p><p></p><p>These are so normative, as like, general rules of solid GMing, that I feel they must be inadequate to your point. I do these things, and I'd put the rational down to maintaining a knowable and consistent board state. I would describe failure to do them in terms of "cheating," and no one has ever accused me of Narrativist leanings.</p><p></p><p>This is the bit that's always so alien. It doesn't align with my subjective experience of my own humanity (change is a gradual process that you can only parse in retrospect), and is a baffling thing to be interested in hyper focusing your resolution around...that, and I don't know that it's in tension with OC play except in scale. If you simple move the conflict up from the level of resolution and give it some time to breathe, you can get the same narrative results. My experience of Story Now games has always been wondering if they'll stop for a moment so I can play the game for a bit.</p></blockquote><p></p>
[QUOTE="Pedantic, post: 9317867, member: 6690965"] There's a bunch of excluded middle ground there, but I personally prefer a conception as "GM as toymaker." That, and you can simple make it a principle (to borrow the language) that the GM-as-worldbuilder and GM-as-animator-of-NPCs should be held separately in the GM's mind. I have no idea where you'd get the resources from, but it would be an interesting design to actually separate those roles into multiple people. I've seen some experiments with rotating NPC duties amongst players, but that basically just moves it from "get two people with an interest in GMing" to "get 5 people with an interest in GMing" and that isn't really any better. These are so normative, as like, general rules of solid GMing, that I feel they must be inadequate to your point. I do these things, and I'd put the rational down to maintaining a knowable and consistent board state. I would describe failure to do them in terms of "cheating," and no one has ever accused me of Narrativist leanings. This is the bit that's always so alien. It doesn't align with my subjective experience of my own humanity (change is a gradual process that you can only parse in retrospect), and is a baffling thing to be interested in hyper focusing your resolution around...that, and I don't know that it's in tension with OC play except in scale. If you simple move the conflict up from the level of resolution and give it some time to breathe, you can get the same narrative results. My experience of Story Now games has always been wondering if they'll stop for a moment so I can play the game for a bit. [/QUOTE]
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