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A GMing telling the players about the gameworld is not like real life
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<blockquote data-quote="Numidius" data-source="post: 7578772" data-attributes="member: 6972053"><p>Sure. On acting / writing skill: it would need a system in which it is important; mechanically, procedurally, useful for the resolution </p><p></p><p>Dogs in the vineyard comes to mind. </p><p></p><p>Moreover, the seminal game (that also inspired DitV) Trollbabe, by Ron Edwards (circa y 2000), relies on player's description of 'failed' outcomes in the very moment of mechanical resolution (also incorporating bits, or lots, from Npc and the scene framed in advance for that conflict), in order to procede further; the Gm describes the successful ones, so Gm content authority and pc protagonism/protection, are preserved. Gm describes successes, Player failures; the fiction has changed, and eventually the Player describes if and how the Pc tries again to reach the stated goal for the conflict (putting forth unused resources from his character sheet), and rerolls... Rinse. Repeat. </p><p></p><p>This is just a single rule from Trollbabe game (of course there's more in it), but puts Player descriptions under the spotlight, after the roll, setting the changed situation with new fiction/content introducted, before continuing the game. </p><p></p><p>I run a Vampire mini game with it, cause I couldn't bear anymore the White Wolf original system. And Vampire is well known for his immersive type players, but when declaring pompose actions, the Gm was like: "Err... yeah, roll the dice first and then 'I' will describe the outcome".</p></blockquote><p></p>
[QUOTE="Numidius, post: 7578772, member: 6972053"] Sure. On acting / writing skill: it would need a system in which it is important; mechanically, procedurally, useful for the resolution Dogs in the vineyard comes to mind. Moreover, the seminal game (that also inspired DitV) Trollbabe, by Ron Edwards (circa y 2000), relies on player's description of 'failed' outcomes in the very moment of mechanical resolution (also incorporating bits, or lots, from Npc and the scene framed in advance for that conflict), in order to procede further; the Gm describes the successful ones, so Gm content authority and pc protagonism/protection, are preserved. Gm describes successes, Player failures; the fiction has changed, and eventually the Player describes if and how the Pc tries again to reach the stated goal for the conflict (putting forth unused resources from his character sheet), and rerolls... Rinse. Repeat. This is just a single rule from Trollbabe game (of course there's more in it), but puts Player descriptions under the spotlight, after the roll, setting the changed situation with new fiction/content introducted, before continuing the game. I run a Vampire mini game with it, cause I couldn't bear anymore the White Wolf original system. And Vampire is well known for his immersive type players, but when declaring pompose actions, the Gm was like: "Err... yeah, roll the dice first and then 'I' will describe the outcome". [/QUOTE]
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