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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: 7583860" data-attributes="member: 6972053"><p>"Act now, plan later" motto of BitD is very good. Like a Time coordinate for the Spatial one "Draw maps, leave blanks" of DW, and to achieve a 3D structure of sort: "Ask questions, build on answers" regulating the flow of content intro among all players at the table. </p><p></p><p>The use of flashbacks is an old practice to speed up things, but IME trad Gms I know don't appreciate it so much, if not at all. The linear, causal, unidirectional sequence of events must be mantained, by them, on all 3 dimensions: temporal, spatial and of information. Not a bad thing per se, but unfortunately leads me to another Numidius play report: </p><p></p><p>Resuming recently our WFRP2ed game, the whole first session was spent on Previously recap, accountability, filling equip sheets, and a very long speech intro/description by the Gm to prepare for playing. Session ended. The next, we started already on the location, but then instead of a fast scene framing, we had to play the whole initial approach phase, meeting locals Npcs, and extracting info from them word by word, basically. </p><p></p><p>It's always nice to interact with Npcs, the problem being that the table was by then set in Audience Mode, not really interacting anymore, or declaring anything meaningful. I improvised a situation on my own involving clueless fellow Pcs , to keep the Gm and his Npcs busy, and finally free I could go alone to the location we wanted to be in the first place... risking my character's life and forcing the party to come resque me and engage the meaty encounter after a too long downtime and bland exploration. </p><p></p><p>Not sure if on my part was Actor or Pawn stance... probably a mix of both, given the situation.</p></blockquote><p></p>
[QUOTE="Numidius, post: 7583860, member: 6972053"] "Act now, plan later" motto of BitD is very good. Like a Time coordinate for the Spatial one "Draw maps, leave blanks" of DW, and to achieve a 3D structure of sort: "Ask questions, build on answers" regulating the flow of content intro among all players at the table. The use of flashbacks is an old practice to speed up things, but IME trad Gms I know don't appreciate it so much, if not at all. The linear, causal, unidirectional sequence of events must be mantained, by them, on all 3 dimensions: temporal, spatial and of information. Not a bad thing per se, but unfortunately leads me to another Numidius play report: Resuming recently our WFRP2ed game, the whole first session was spent on Previously recap, accountability, filling equip sheets, and a very long speech intro/description by the Gm to prepare for playing. Session ended. The next, we started already on the location, but then instead of a fast scene framing, we had to play the whole initial approach phase, meeting locals Npcs, and extracting info from them word by word, basically. It's always nice to interact with Npcs, the problem being that the table was by then set in Audience Mode, not really interacting anymore, or declaring anything meaningful. I improvised a situation on my own involving clueless fellow Pcs , to keep the Gm and his Npcs busy, and finally free I could go alone to the location we wanted to be in the first place... risking my character's life and forcing the party to come resque me and engage the meaty encounter after a too long downtime and bland exploration. Not sure if on my part was Actor or Pawn stance... probably a mix of both, given the situation. [/QUOTE]
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