Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*TTRPGs General
A GMing telling the players about the gameworld is not like real life
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Ovinomancer" data-source="post: 7572540" data-attributes="member: 16814"><p>It's a common misconception that narrative play allows the PC full latitude over introduction of fiction. It doesn't. The PC may have a larger goal, like yours does, but the GM still controls the framing of scenes and the narration of failures. In your case, the player really owes the GM a "first step" goal. Look to [MENTION=42582]pemerton[/MENTION]'s example above of a PC's whose goal is to save their brother from possession by a Balrog. That's the big goal, but that player also provided "and I will not leave this town until I find something to help." That's the goal that pemerton framed and put at risk to start. Play then goes on to see if that item actually is what's looked for or not, and what happens next is up to that determination, which will involve the addition of new elements of fiction that will be pursued or stymied as play determines. Eventually, the game will resolve or moot the big goal. IIRC, the player of the PC with that goal failed, firstly by discovering that his brother wasn't possessed, but a willing partner, and then by not preventing his brother's death before he could save them. None of those elements were at all conceived of when the angel feather was first put into play.</p><p></p><p>In my own example, a Blades in the Dark game, the Crew took a mission from an ally to place an artifact of power inside a rival gang's hangout for reasons they were not privy to (honestly, they're allied with but terrified of the Dimmer Sisters). This started with them choosing how to approach the warehouse that was the rival's hangout. They chose going in via the roof, so, of course, the warehouse has a skylight or two (this was me acknowledging their opening move by allowing for their intent to be realized, I had no schematic of the warehouse). But they're roll to determine how the score started was normal, so immediately there's a complication. The skylight was rusted shut. Here, play started. Recall the big goal was to place a macguffin in a specific place, but play actually started being confronted by a rusted-shut skylight. From there, they had to navigate across the beams of the warehouse without being noticed, approach the second story office of the warehouse. Deal with the gang members hanging out there (a nifty flashback involving a gift of a crate of laced wined did the trick, at a few coin cost), and place the object where it wouldn't be discovered. Getting out we elided, because that wasn't the focus of the drama for the score.</p><p></p><p>So, yes, the GM should acknowledge the player's goal and frame scenes that involve it, but at no time should the goal not be challenged, vigorously. This is what the guidance for these games tell you to do -- up the drama all the time in a scene, put player agendas at risk, and play to find out what happens.</p></blockquote><p></p>
[QUOTE="Ovinomancer, post: 7572540, member: 16814"] It's a common misconception that narrative play allows the PC full latitude over introduction of fiction. It doesn't. The PC may have a larger goal, like yours does, but the GM still controls the framing of scenes and the narration of failures. In your case, the player really owes the GM a "first step" goal. Look to [MENTION=42582]pemerton[/MENTION]'s example above of a PC's whose goal is to save their brother from possession by a Balrog. That's the big goal, but that player also provided "and I will not leave this town until I find something to help." That's the goal that pemerton framed and put at risk to start. Play then goes on to see if that item actually is what's looked for or not, and what happens next is up to that determination, which will involve the addition of new elements of fiction that will be pursued or stymied as play determines. Eventually, the game will resolve or moot the big goal. IIRC, the player of the PC with that goal failed, firstly by discovering that his brother wasn't possessed, but a willing partner, and then by not preventing his brother's death before he could save them. None of those elements were at all conceived of when the angel feather was first put into play. In my own example, a Blades in the Dark game, the Crew took a mission from an ally to place an artifact of power inside a rival gang's hangout for reasons they were not privy to (honestly, they're allied with but terrified of the Dimmer Sisters). This started with them choosing how to approach the warehouse that was the rival's hangout. They chose going in via the roof, so, of course, the warehouse has a skylight or two (this was me acknowledging their opening move by allowing for their intent to be realized, I had no schematic of the warehouse). But they're roll to determine how the score started was normal, so immediately there's a complication. The skylight was rusted shut. Here, play started. Recall the big goal was to place a macguffin in a specific place, but play actually started being confronted by a rusted-shut skylight. From there, they had to navigate across the beams of the warehouse without being noticed, approach the second story office of the warehouse. Deal with the gang members hanging out there (a nifty flashback involving a gift of a crate of laced wined did the trick, at a few coin cost), and place the object where it wouldn't be discovered. Getting out we elided, because that wasn't the focus of the drama for the score. So, yes, the GM should acknowledge the player's goal and frame scenes that involve it, but at no time should the goal not be challenged, vigorously. This is what the guidance for these games tell you to do -- up the drama all the time in a scene, put player agendas at risk, and play to find out what happens. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
A GMing telling the players about the gameworld is not like real life
Top