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A Question Of Agency?
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<blockquote data-quote="AbdulAlhazred" data-source="post: 8167246" data-attributes="member: 82106"><p>Oh, sure, you can mix and match, I think that is one of [USER=5636]@estar[/USER]'s most salient points. Probably the vast majority of GMs running high-prep games will do something like that. If the PCs take some detail and start chewing on it, the GM will often add substance to it. The reason zero myth has been fairly popular in story now games is that it just makes this easier, and avoids the distraction of 'stuff that the GM unilaterally wanted included'. If the players are determined to find something in the ruined south gatehouse, then maybe they uncover the Wizard's Tomb, which they were searching for, but the entrance is inscribed with a dark curse! This could happen in any type of game, but the denser the existing fiction is, the more likely some other material that is less salient is already placed there. Also the more tempting it is for the GM to reason "well, if I just encourage the players to send their PCs 5 miles north, I won't have to write up a whole new thing." and it is pretty easy to just steer things that way. </p><p></p><p>So, there are certainly also heavy-prep story now games, and ones set in existing extensive settings/genres (IE superheros would be an example) where a LOT of lore already exists. Naturally this can have advantages too. If the players already have a lot of genre knowledge then they are in a better position to leverage that in their play.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 8167246, member: 82106"] Oh, sure, you can mix and match, I think that is one of [USER=5636]@estar[/USER]'s most salient points. Probably the vast majority of GMs running high-prep games will do something like that. If the PCs take some detail and start chewing on it, the GM will often add substance to it. The reason zero myth has been fairly popular in story now games is that it just makes this easier, and avoids the distraction of 'stuff that the GM unilaterally wanted included'. If the players are determined to find something in the ruined south gatehouse, then maybe they uncover the Wizard's Tomb, which they were searching for, but the entrance is inscribed with a dark curse! This could happen in any type of game, but the denser the existing fiction is, the more likely some other material that is less salient is already placed there. Also the more tempting it is for the GM to reason "well, if I just encourage the players to send their PCs 5 miles north, I won't have to write up a whole new thing." and it is pretty easy to just steer things that way. So, there are certainly also heavy-prep story now games, and ones set in existing extensive settings/genres (IE superheros would be an example) where a LOT of lore already exists. Naturally this can have advantages too. If the players already have a lot of genre knowledge then they are in a better position to leverage that in their play. [/QUOTE]
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