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General Tabletop Discussion
*TTRPGs General
Advice for new "story now" GMs
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<blockquote data-quote="AbdulAlhazred" data-source="post: 9047738" data-attributes="member: 82106"><p>Overall I'm not that interested in another debate about Narrativist/Story Now play, will it work, oh its a tiny niche and 99.999% of all TTRPG players hat it, etc. etc. etc. Honestly, I told [USER=42582]@pemerton[/USER] to make this a plus thread, lol. He didn't, I respect that, but isn't that debate pointless now? </p><p></p><p>Anyway, one other piece of advice I can think of, which is a bit tricky, but should be kept in mind. That is, what 'belongs to' the characters is really theirs to work with. I mean by that, if a character wins something in play, if they, for example, forge a sword of power, its not in the GM's wheelhouse to just take that thing away. Not for any reason whatsoever! </p><p></p><p>What I mean is, you can certainly threaten the PC's stuff. You can say "well, the King of the Bugbears really wants that sword, he challenges you to a duel!" Obviously you could lose your sword! You don't have to take that offer up though. If the GM instead says "Hard move, you lost your sword!" when the sword wasn't at issue, no, that's not really cool. I won that sword! You can say "You can either give up the sword or take 10 damage." OK, fair enough, its my choice choice, presumably I got myself into this jam, its narrativist play after all, so sure thing. I mean "if you can't do the time, don't do the crime" so to speak.</p><p></p><p>Anyway, its a somewhat subtle point, maybe there's a case where it doesn't even apply in some specific game or situation, but as a general rule its a pretty good one to keep in mind. It means the ultimate stakes are really set or agreed to by the players.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 9047738, member: 82106"] Overall I'm not that interested in another debate about Narrativist/Story Now play, will it work, oh its a tiny niche and 99.999% of all TTRPG players hat it, etc. etc. etc. Honestly, I told [USER=42582]@pemerton[/USER] to make this a plus thread, lol. He didn't, I respect that, but isn't that debate pointless now? Anyway, one other piece of advice I can think of, which is a bit tricky, but should be kept in mind. That is, what 'belongs to' the characters is really theirs to work with. I mean by that, if a character wins something in play, if they, for example, forge a sword of power, its not in the GM's wheelhouse to just take that thing away. Not for any reason whatsoever! What I mean is, you can certainly threaten the PC's stuff. You can say "well, the King of the Bugbears really wants that sword, he challenges you to a duel!" Obviously you could lose your sword! You don't have to take that offer up though. If the GM instead says "Hard move, you lost your sword!" when the sword wasn't at issue, no, that's not really cool. I won that sword! You can say "You can either give up the sword or take 10 damage." OK, fair enough, its my choice choice, presumably I got myself into this jam, its narrativist play after all, so sure thing. I mean "if you can't do the time, don't do the crime" so to speak. Anyway, its a somewhat subtle point, maybe there's a case where it doesn't even apply in some specific game or situation, but as a general rule its a pretty good one to keep in mind. It means the ultimate stakes are really set or agreed to by the players. [/QUOTE]
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