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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: 7590518" data-attributes="member: 6972053"><p>Story arc: either the Players are proactive with their Goals, or the Gm is ready to go. </p><p>As Gm I don't like to waste prep, but as a Player I like to have a say in the direction the Story goes. </p><p>Also IME at the Table negotiations before play are very difficult with most players/Gms <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" /> so I'd have them regulated in some way and moreover played as actual game, producing fiction on a larger scale. </p><p></p><p>Table/Gm: chooses Setting, and then everyone highlights specific locations of interest in it. </p><p>Players make Pcs and write down Relations, Factions, Gods, related to their race and class(es) and declare base location(s). </p><p>Gm: introduces content: "The quiescent tribes of orcs are reunited under a powerful shaman. They invade the countryside e put your town under siege". </p><p>Players may Agree and start playing from there, or ask the Gm to Roll and see what happens, or Negate the declaration/outcomes:</p><p>Pc half-orc ranger: "Not so fast. My duty is to patrol borders 'tween orcs mountains and humanity's cultivated plains. I should be able to prevent it, or at least know in advance rumours about it". </p><p>Gm can agree and start playing from there, or Negate by the Use of Force on Player, using an Environmental Obstacle (a drought forced humans to bring herds uphill in orcish territory, You were too busy), or Violence (Trolls are fleeing from fires in the forest, causing havoc in farms), or Mind Control (the shaman has cursed your orc half, filling your dreams with fear, you spent your days in town, recently). </p><p>Pc Agrees, Negates, or asks Gm to Roll on his Wilderness Stat. Pc decides to Negate the bad outcome (he can't outright negate the use of force by Gm but can find a way out), putting forward the Relationship with an orc sister (that actually occupies a Slot on the char sheet) who informs the Pc about the evil shaman. </p><p>And so on... Note that in this phase of Confrontation, the Pc does not roll dice, in case is the Gm who rolls. </p><p></p><p>The point is: every time one Negates a declaration/outcome, Pc "spends a resource" marking that precise feature used to Negate which occupies a Slot on the Sheet: as per above the Pc has already marked the Class Slot (Ranger), and one Relationship slot. </p><p></p><p>When Confrontation is over, usual play starts from there: now the Pc rolls dice when Conflicts arise. </p><p></p><p>Hope it makes sense <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite8" alt=":D" title="Big grin :D" loading="lazy" data-shortname=":D" /></p></blockquote><p></p>
[QUOTE="Numidius, post: 7590518, member: 6972053"] Story arc: either the Players are proactive with their Goals, or the Gm is ready to go. As Gm I don't like to waste prep, but as a Player I like to have a say in the direction the Story goes. Also IME at the Table negotiations before play are very difficult with most players/Gms ;) so I'd have them regulated in some way and moreover played as actual game, producing fiction on a larger scale. Table/Gm: chooses Setting, and then everyone highlights specific locations of interest in it. Players make Pcs and write down Relations, Factions, Gods, related to their race and class(es) and declare base location(s). Gm: introduces content: "The quiescent tribes of orcs are reunited under a powerful shaman. They invade the countryside e put your town under siege". Players may Agree and start playing from there, or ask the Gm to Roll and see what happens, or Negate the declaration/outcomes: Pc half-orc ranger: "Not so fast. My duty is to patrol borders 'tween orcs mountains and humanity's cultivated plains. I should be able to prevent it, or at least know in advance rumours about it". Gm can agree and start playing from there, or Negate by the Use of Force on Player, using an Environmental Obstacle (a drought forced humans to bring herds uphill in orcish territory, You were too busy), or Violence (Trolls are fleeing from fires in the forest, causing havoc in farms), or Mind Control (the shaman has cursed your orc half, filling your dreams with fear, you spent your days in town, recently). Pc Agrees, Negates, or asks Gm to Roll on his Wilderness Stat. Pc decides to Negate the bad outcome (he can't outright negate the use of force by Gm but can find a way out), putting forward the Relationship with an orc sister (that actually occupies a Slot on the char sheet) who informs the Pc about the evil shaman. And so on... Note that in this phase of Confrontation, the Pc does not roll dice, in case is the Gm who rolls. The point is: every time one Negates a declaration/outcome, Pc "spends a resource" marking that precise feature used to Negate which occupies a Slot on the Sheet: as per above the Pc has already marked the Class Slot (Ranger), and one Relationship slot. When Confrontation is over, usual play starts from there: now the Pc rolls dice when Conflicts arise. Hope it makes sense :D [/QUOTE]
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