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*TTRPGs General
Advice for new "story now" GMs
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<blockquote data-quote="pemerton" data-source="post: 9053013" data-attributes="member: 42582"><p>Another comment on "system matters":</p><p></p><p>It's true that changing (say) d20 rolls to (say) 2d10 or 3d6 may change the feel of play to some extent (eg if target numbers for success are well above or below the mean).</p><p></p><p>But the more interesting aspects of system, especially when thinking about how to be a "story now" GM, pertain to the processes an expectations that surround dice rolls (or other resolution techniques). Important considerations include:</p><p></p><p style="margin-left: 20px">*Who gets to establish new fiction, under what circumstances, and under what sorts of limits;</p> <p style="margin-left: 20px">*How the entitlement or permission to establish new fiction is itself established;</p> <p style="margin-left: 20px">*What sorts of principles participants are expected to adhere to when establishing new fiction.</p><p></p><p>The OP states one important response to the last of these considerations, in the context of "story now": a "story now" GM, when establishing new fiction, should always have regard to the fact that <em>players bring the protagonism</em>, via their concerns for their PCs.</p><p></p><p>There are many possible responses to the other two considerations, consistent with "story now" play - compare, for instance, the sorts of permissions in respect of setting elements that players enjoy in MHRP (via actions to create Assets, and resource expenditures to create Resources), to the much more "traditional" authority structure in Apocalypse World.</p><p></p><p>I think it's a mistake to think that "story now" depends upon any particular sort of resolution method or resolution techniques. It's pretty diverse in that respect!</p></blockquote><p></p>
[QUOTE="pemerton, post: 9053013, member: 42582"] Another comment on "system matters": It's true that changing (say) d20 rolls to (say) 2d10 or 3d6 may change the feel of play to some extent (eg if target numbers for success are well above or below the mean). But the more interesting aspects of system, especially when thinking about how to be a "story now" GM, pertain to the processes an expectations that surround dice rolls (or other resolution techniques). Important considerations include: [indent]*Who gets to establish new fiction, under what circumstances, and under what sorts of limits; *How the entitlement or permission to establish new fiction is itself established; *What sorts of principles participants are expected to adhere to when establishing new fiction.[/indent] The OP states one important response to the last of these considerations, in the context of "story now": a "story now" GM, when establishing new fiction, should always have regard to the fact that [I]players bring the protagonism[/I], via their concerns for their PCs. There are many possible responses to the other two considerations, consistent with "story now" play - compare, for instance, the sorts of permissions in respect of setting elements that players enjoy in MHRP (via actions to create Assets, and resource expenditures to create Resources), to the much more "traditional" authority structure in Apocalypse World. I think it's a mistake to think that "story now" depends upon any particular sort of resolution method or resolution techniques. It's pretty diverse in that respect! [/QUOTE]
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