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A GMing telling the players about the gameworld is not like real life
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<blockquote data-quote="AbdulAlhazred" data-source="post: 7585423" data-attributes="member: 82106"><p>Right, I understand that the mechanical details were significantly different, it wasn't a 'D&D like' in that sense. However, it sat a DM square at the center of the system with total narrative authority and surrounded that DM with players who's role was secondary, to make action declarations which the DM had absolute power to accept, deny, or use some mechanical resolution with, and then total authority over what results were achieved, what the costs were, and how the narrative 'framing' of the fiction evolved in response (which was normally assumed to be related to a keyed map, but where it is understood that the DM might be 'winging it' and certainly has to 'fill in' details during play). </p><p></p><p>In this sense, AFAIK, Dangerous Journeys was effectively occupying the same overall design space as D&D. This was at a time when systems were beginning to appear like Ars Magica, Everway, and even TSR's Alternity, which were playing with the basic conceptual design in new ways. (I'm sure there were even more interesting ones out there, I am not much of an expert on 90's RPGs TBH).</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 7585423, member: 82106"] Right, I understand that the mechanical details were significantly different, it wasn't a 'D&D like' in that sense. However, it sat a DM square at the center of the system with total narrative authority and surrounded that DM with players who's role was secondary, to make action declarations which the DM had absolute power to accept, deny, or use some mechanical resolution with, and then total authority over what results were achieved, what the costs were, and how the narrative 'framing' of the fiction evolved in response (which was normally assumed to be related to a keyed map, but where it is understood that the DM might be 'winging it' and certainly has to 'fill in' details during play). In this sense, AFAIK, Dangerous Journeys was effectively occupying the same overall design space as D&D. This was at a time when systems were beginning to appear like Ars Magica, Everway, and even TSR's Alternity, which were playing with the basic conceptual design in new ways. (I'm sure there were even more interesting ones out there, I am not much of an expert on 90's RPGs TBH). [/QUOTE]
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