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    A GMing telling the players about the gameworld is not like real life

    estar Man, I do love walls of text :) gonna take some time to read, digest it and reply, though.
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    A GMing telling the players about the gameworld is not like real life

    "P&P" part IV Player driven story arc While the Gm driven part applies mostly to new content, plot twists, big changes, about Setting, presumably something important or immediately related to the Pcs being at stake, usually larger than Characters, which, in turn, use also their Background...
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    A GMing telling the players about the gameworld is not like real life

    "Pillars & Plots" part III How to generate Stats!! Gm's: Dungeon, Town, Wilderness Pc/Party: Combat, Social, Exploration Take a D20 and choose A NUMBER between 3 and 18 (eg: 10). The range from 1 to the number BEFORE it (eg: 1 to 9) is Dungeon/Combat. The range 'tween AFTER that number and...
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    A GMing telling the players about the gameworld is not like real life

    Last Sunday the Motogp grand prix has been held at COTA in Austin, Texas. The reigning world champion and Honda rider was supposed to win for the seventh time in a row. Instead his and all other factory Honda bikes racing on Sunday suffered a mechanical failure and did not finish the race...
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    A GMing telling the players about the gameworld is not like real life

    I found playing in a western setting really relaxing, refreshing, at home in a way, after watching so many movies in my youth. Then you can pump up the supernatural dial of DitV to have some strange stuff happening
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    A GMing telling the players about the gameworld is not like real life

    "P&P" ;) part II Notes on Gm-driven 'plot negotium': every Player is entitled to ask verification thru Pc role, and, if 'forced' by Gm opposition, to use his/her background slot in order to demand Gm to roll. That's why the Gm has a number of rerolls equal to number of Pcs at the table. A...
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    A GMing telling the players about the gameworld is not like real life

    "Pillars & Plots" ;) Story arc Negotiation method (Sort of add-on for D&D, inspired by Trollbabe rpg) Gm stats are geographical: Dungeon, Town, Wilderness. Pc/Party stats are situational: Combat, Social, Exploration. General rule: Who rolled dice narrates failures; the other side narrates...
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    A GMing telling the players about the gameworld is not like real life

    Yes, that's basically it. If you say just Elements, sounds more like worldbuilding, which is also cool. With Stakes in play tho, sounds more like a proper story arc framing (IMO of course, feel free to correct me). So, given an established setting with some Elements (under Gm control, like...
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    A GMing telling the players about the gameworld is not like real life

    Not dissimilar to a Skill challenge to determine the ante of the adventure. Backstory challenge? But if it is Gm driven, like in my first example of Town under siege, the Pc spend background slots and Gm rolls. So the inverse of an usual SC. Edit: Background Challenge sounds better?
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    A GMing telling the players about the gameworld is not like real life

    Kind of. The point is you don't generate freely, but competitively try to arrive to the point of transition with the story in your favor, Pc spending background resources, Gm using backstory/setting and spending uses of Force. A point is reached where resources are depleted, or Gm/Pc is asked...
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    A GMing telling the players about the gameworld is not like real life

    Formalized thru rolls only when the two sides at the table do not agree anymore on what is established via narrative. Narrative enforced by slots spent/marked on the char sheet (by players; the Gm uses fiat until asked to roll, but Gm resources are limited to the actual setting, and once spent...
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    A GMing telling the players about the gameworld is not like real life

    Also, procedurally, if Gm started the Story arc framing, the Players should then start the Scene framing (?)
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    A GMing telling the players about the gameworld is not like real life

    Not so familiar with Fate, myself. I've read bits of old editions. Marvel Heroic instead yes, the Doom Pool mechanic is cool, a tool mechanically regulated for the Gm to use, preventing abuse. Good point. Starting from what you say about the three uses of Force allowed to the Gm, I now think...
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    A GMing telling the players about the gameworld is not like real life

    I have not read PW. Would elaborate on that? The difference I perceive from DW, is that I'd put in place a procedural frame to be followed as RAW. In which Gm and Players are not pulling their punches, since in any moment one can mandate the other to roll, and then another Frame dictates who...
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    A GMing telling the players about the gameworld is not like real life

    And in your opinion, what resource the Gm should use?
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    A GMing telling the players about the gameworld is not like real life

    Before AbdulAlhazred quoted my post I was not thinking in a 'story arc mode', so it is evolving as we speak. But I did the same question to myself. Basically the Gm uses Setting's local resources, so in the first negotiation, once the Trolls are used, cannot be put forward again in the same...
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    A GMing telling the players about the gameworld is not like real life

    Let's focus on what you propose: a Player driven story arc. Say: the Pc half-elf fighter/bard wants to marry the daughter of the high elves' King. The Gm could say: "Agreed, let's move on", or "Not so fast. First you have to phisically get to the elven kingdom, and I remind you that the...
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    A GMing telling the players about the gameworld is not like real life

    Trying to give it a bit of sistematization: The usual background fluff on the Pc sheet is organized in Slots. These slots are used by Players to counter the framing of quests, situations, new content introduction, general adversity, imposed by the Gm, which compels, puts pressure on, involves...
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    A GMing telling the players about the gameworld is not like real life

    The point of having only one side rolling, is that they can re-roll failures by spending more resources, in order to win the stakes/reach their goal. In the above example, would be the Town under Siege by the Gm.
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