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Advice for new "story now" GMs
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<blockquote data-quote="kenada" data-source="post: 9049558" data-attributes="member: 70468"><p>It’s not clear that would be any more effective —or more people would be playing fantasy hearbreakers instead of D&D. Those who have seen success have done so by selling their games or products as supplements for D&D. I don’t think that’s a reasonable approach for games that want to explore different ideas or try to do different things.</p><p></p><p>I think the classes of players proposed as problems represent a set that is not universal. For someone to decide the solution of their conflict, the game would have to give them that authority. Most Story Now games seem to be pretty traditional in that regard. In our Stonetop game, I can propose consequences as part of framing my actions, but it’s still up to [USER=6696971]@Manbearcat[/USER] what they’ll actually be. That was also the case in our Blades in the Dark game. I expect it is of most.</p><p></p><p>The same is true of passivity. The GM should be putting the PCs in situations provoked by their needs and interests (as stated via character creation, determined by play history, etc). There’s no way to be passive about that. If the concern is that players might succumb to analysis paralysis, then I think that eventually resolves itself once everyone understands that there is no prior conception of what should happen they have to figure out and play.</p><p></p><p>What is going to be different, and what will not appeal to everyone, which is fine, is that Story Now games are exploring something different from traditional games. While our Stonetop game has us going on expeditions, the fact is the game isn’t the expeditions. It’s about our characters and their relationships to each other and Stonetop. If you want to explore the setting or experience a character concept or take on challenges of your skill as a player, there are other games for that.</p></blockquote><p></p>
[QUOTE="kenada, post: 9049558, member: 70468"] It’s not clear that would be any more effective —or more people would be playing fantasy hearbreakers instead of D&D. Those who have seen success have done so by selling their games or products as supplements for D&D. I don’t think that’s a reasonable approach for games that want to explore different ideas or try to do different things. I think the classes of players proposed as problems represent a set that is not universal. For someone to decide the solution of their conflict, the game would have to give them that authority. Most Story Now games seem to be pretty traditional in that regard. In our Stonetop game, I can propose consequences as part of framing my actions, but it’s still up to [USER=6696971]@Manbearcat[/USER] what they’ll actually be. That was also the case in our Blades in the Dark game. I expect it is of most. The same is true of passivity. The GM should be putting the PCs in situations provoked by their needs and interests (as stated via character creation, determined by play history, etc). There’s no way to be passive about that. If the concern is that players might succumb to analysis paralysis, then I think that eventually resolves itself once everyone understands that there is no prior conception of what should happen they have to figure out and play. What is going to be different, and what will not appeal to everyone, which is fine, is that Story Now games are exploring something different from traditional games. While our Stonetop game has us going on expeditions, the fact is the game isn’t the expeditions. It’s about our characters and their relationships to each other and Stonetop. If you want to explore the setting or experience a character concept or take on challenges of your skill as a player, there are other games for that. [/QUOTE]
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