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*TTRPGs General
A Question Of Agency?
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<blockquote data-quote="AbdulAlhazred" data-source="post: 8135627" data-attributes="member: 82106"><p>I've noted a few places where different posters have said something along similar lines. I don't really agree. In games like BitD, DW, and I expect BW as well, there is nothing except action resolution and the direct fallout from it. In DW, for instance, the GM is advised to build sketch maps and develop 'fronts', which are a type of meta plot where there can be 'clocks' which can regulate and structure making GM moves to an extent (and might even answer some "what if the PCs just go off and don't deal with this," if that is even interesting). </p><p></p><p>Mostly everything is pretty focused on what the PCs can see and what is in arm's reach of them. There are not a "million other things." That is an observation drawn from a completely different process of play. Nor would anything except what the players are interested in doing "affect the direction massively." Why would it? The players and their characters are what the game is ABOUT. That is the whole point. There REALLY ARE no plothooks in a pure 'zero myth' kind of play. Of course, you are correct, even DW allows for SOME GM decisions about the world, but DW isn't really a hard 'players invent the narrative' game, at least not directly. </p><p></p><p>In fact, if you read DW carefully, you will come to understand that the GM is, technically, 'in charge of' the contents of the world. She creates Fronts, Steadings, Maps, etc. HOWEVER, while the GM is allowed to have a 'campaign concept' (which is going to center on a Campaign Front presumably) the GM is not supposed to simply impose this idea on the players. She might not even have such a concept going in. She's supposed to ask questions, note what the answers are, and investigate the players and what their characters are like. If the players want to know something about the world, the GM LETS THEM SUPPLY THE ANSWERS (IE if a player asks about who rules the land, turn it back "Well, I don't know, who is it?"). Only AFTER character generation should the GM really start to define some fronts and such. They should reflect what the players want (there is likely to be at least an initial Adventure Front, but it might be something fairly small scale).</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 8135627, member: 82106"] I've noted a few places where different posters have said something along similar lines. I don't really agree. In games like BitD, DW, and I expect BW as well, there is nothing except action resolution and the direct fallout from it. In DW, for instance, the GM is advised to build sketch maps and develop 'fronts', which are a type of meta plot where there can be 'clocks' which can regulate and structure making GM moves to an extent (and might even answer some "what if the PCs just go off and don't deal with this," if that is even interesting). Mostly everything is pretty focused on what the PCs can see and what is in arm's reach of them. There are not a "million other things." That is an observation drawn from a completely different process of play. Nor would anything except what the players are interested in doing "affect the direction massively." Why would it? The players and their characters are what the game is ABOUT. That is the whole point. There REALLY ARE no plothooks in a pure 'zero myth' kind of play. Of course, you are correct, even DW allows for SOME GM decisions about the world, but DW isn't really a hard 'players invent the narrative' game, at least not directly. In fact, if you read DW carefully, you will come to understand that the GM is, technically, 'in charge of' the contents of the world. She creates Fronts, Steadings, Maps, etc. HOWEVER, while the GM is allowed to have a 'campaign concept' (which is going to center on a Campaign Front presumably) the GM is not supposed to simply impose this idea on the players. She might not even have such a concept going in. She's supposed to ask questions, note what the answers are, and investigate the players and what their characters are like. If the players want to know something about the world, the GM LETS THEM SUPPLY THE ANSWERS (IE if a player asks about who rules the land, turn it back "Well, I don't know, who is it?"). Only AFTER character generation should the GM really start to define some fronts and such. They should reflect what the players want (there is likely to be at least an initial Adventure Front, but it might be something fairly small scale). [/QUOTE]
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