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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: 7592301" data-attributes="member: 6972053"><p>"Pillars & Plots" <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>Story arc Negotiation method</p><p>(Sort of add-on for D&D, inspired by Trollbabe rpg) </p><p></p><p>Gm stats are geographical: Dungeon, Town, Wilderness.</p><p>Pc/Party stats are situational: Combat, Social, Exploration. </p><p></p><p>General rule: Who rolled dice narrates failures; the other side narrates successes.</p><p>Specific rule: Gm has a number of advantage dice/reroll attempts, equal to the number of Pcs at the table.</p><p></p><p>Gm-driven story arc:</p><p></p><p> Gm introduces a new plot twist that puts at stake, in danger, changes drastically, a fictional assett of the Pc/Party, a valuable one, something they will probably fight for. </p><p>Players can accept the twist and start playing from there, or start the negotiation phase using their Pc roles in the setting (race/class/fictional influence) to explain how they could have prevented the twist from happening, or at least to mitigate its effects. </p><p>Gm can accept that, or, using force, introduce an anavoidable obstacle for the Pc/Party in the form of an element/npc/faction/monster of the setting, that impeded them from having a say. </p><p>Pc/Party are now told how they have been too busy to see the plot twist coming, but can spend a background resource, normally a relationship, or an affiliation, to act instead of them and in their favour, towards the (as above stated) goal of mitigating the plot twist. </p><p>Now the Gm has to roll dice if s/he wants to negate the Pc/Party helping Ally goal (and move forward to win the overall plot twist stakes). A brief clarification of the Npcs involved ensues, then </p><p></p><p>Gm rolls related stat: if Successful, Player narrates how the relation/faction/ally failed in the attempt and how the Gm-opposotion "wins" the conflict (thus preventing the allied Npc to die, for example). If Failure, Gm narrates how own opposition is overcome. Then Gm can use one advantage die/reroll to try again, after describing a new element of setting like a use of force***... Re-rolls... Repeat. </p><p></p><p>***Use of force: Violence, Mind control, Environmental obstacle, Natural disaster, Unexpected enemy, Evil gods, and so on. </p><p></p><p>(To be continued... Player-driven story arc following, plus how to generate stats for the negotiation)</p></blockquote><p></p>
[QUOTE="Numidius, post: 7592301, member: 6972053"] "Pillars & Plots" ;) Story arc Negotiation method (Sort of add-on for D&D, inspired by Trollbabe rpg) Gm stats are geographical: Dungeon, Town, Wilderness. Pc/Party stats are situational: Combat, Social, Exploration. General rule: Who rolled dice narrates failures; the other side narrates successes. Specific rule: Gm has a number of advantage dice/reroll attempts, equal to the number of Pcs at the table. Gm-driven story arc: Gm introduces a new plot twist that puts at stake, in danger, changes drastically, a fictional assett of the Pc/Party, a valuable one, something they will probably fight for. Players can accept the twist and start playing from there, or start the negotiation phase using their Pc roles in the setting (race/class/fictional influence) to explain how they could have prevented the twist from happening, or at least to mitigate its effects. Gm can accept that, or, using force, introduce an anavoidable obstacle for the Pc/Party in the form of an element/npc/faction/monster of the setting, that impeded them from having a say. Pc/Party are now told how they have been too busy to see the plot twist coming, but can spend a background resource, normally a relationship, or an affiliation, to act instead of them and in their favour, towards the (as above stated) goal of mitigating the plot twist. Now the Gm has to roll dice if s/he wants to negate the Pc/Party helping Ally goal (and move forward to win the overall plot twist stakes). A brief clarification of the Npcs involved ensues, then Gm rolls related stat: if Successful, Player narrates how the relation/faction/ally failed in the attempt and how the Gm-opposotion "wins" the conflict (thus preventing the allied Npc to die, for example). If Failure, Gm narrates how own opposition is overcome. Then Gm can use one advantage die/reroll to try again, after describing a new element of setting like a use of force***... Re-rolls... Repeat. ***Use of force: Violence, Mind control, Environmental obstacle, Natural disaster, Unexpected enemy, Evil gods, and so on. (To be continued... Player-driven story arc following, plus how to generate stats for the negotiation) [/QUOTE]
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