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Advice for new "story now" GMs
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<blockquote data-quote="niklinna" data-source="post: 9049881" data-attributes="member: 71235"><p>Well here is really the thing the system is opposed to, in story now play: If Mt Eruptacano is going to blow on a given date, <em>and the PCs/players know nothing about it</em>. It's totally legit to present signs of a future threat <em>to the PCs</em>, because those signs are <em>now</em>. But story now puts the emphasis on creating the fiction mostly if not entirely through play with the whole group, and much less so apart from the players. The system is really strongly saying, "Why bother making up a bunch of stuff the PCs/players might never see? Create it as needed instead, particularly as it relates to the PCs/players dramatic interests." It's a matter of style and preference, but it's baked into the system in order to enable and reinforce that style & preference.</p><p></p><p>It's absolutely possible in story now play for the PCs to go to a town and find it a half-burned ash-covered mess, but not because it's been pre-scripted and not because that's just where they happen to be passing through. It would be—in order to suit the play style and preference—because the outcome of some move (dice roll or opportunity) left an opening for that to be a dramatic twist, say the PCs are journeying to said town specifically to locate an ally or enemy or MacGuffin there, or that town is on the only route to where they are going for the aforementioned reasons.</p><p></p><p>There are people who enjoy that play style. Story now systems serve that play style, and serve it quite well.</p></blockquote><p></p>
[QUOTE="niklinna, post: 9049881, member: 71235"] Well here is really the thing the system is opposed to, in story now play: If Mt Eruptacano is going to blow on a given date, [I]and the PCs/players know nothing about it[/I]. It's totally legit to present signs of a future threat [I]to the PCs[/I], because those signs are [I]now[/I]. But story now puts the emphasis on creating the fiction mostly if not entirely through play with the whole group, and much less so apart from the players. The system is really strongly saying, "Why bother making up a bunch of stuff the PCs/players might never see? Create it as needed instead, particularly as it relates to the PCs/players dramatic interests." It's a matter of style and preference, but it's baked into the system in order to enable and reinforce that style & preference. It's absolutely possible in story now play for the PCs to go to a town and find it a half-burned ash-covered mess, but not because it's been pre-scripted and not because that's just where they happen to be passing through. It would be—in order to suit the play style and preference—because the outcome of some move (dice roll or opportunity) left an opening for that to be a dramatic twist, say the PCs are journeying to said town specifically to locate an ally or enemy or MacGuffin there, or that town is on the only route to where they are going for the aforementioned reasons. There are people who enjoy that play style. Story now systems serve that play style, and serve it quite well. [/QUOTE]
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