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<blockquote data-quote="AbdulAlhazred" data-source="post: 8672059" data-attributes="member: 82106"><p>No, but there are some things that are possible good solutions, and some that are not, or are less good. I think you are being a bit too literal in terms of what [USER=16814]@Ovinomancer[/USER] meant. The point that is relevant is that the story is exactly about whatever the GM decided to include. Yes, the players may well, probably can, supply alternate solutions to problems, etc. I don't think that changes the fundamental nature of the model. That model is: the GM presents a situation, the players bring their selected resources to that situation, and then they try different things and the GM tells them which things worked or what happened. This is contrasting with models like what happens in a PbtA game where any situation the GM presents is presented BECAUSE it is directly relevant to a PC, and often a lot of the subject matter was introduced either directly by a player, or at their instigation. Typically in this type of paradigm there IS no 'world' that has any fixed content. The GM is still presenting obstacles to the players to solve, generally, but very little/nothing is really laid out in advance. The GM never presents anything simply because it is part of some plan they have (this may not be strictly true in the sense that the GM probably has a lot of potential choices in exactly what sort of obstacle shows up, and nothing stops them from including ones that match their own conceptions of the situation). Usually genre and built in game thematics will inform a lot of the 'color' heavily. So, DW is a 'fantastic world' and 'dangerous' and filled with things like orcs and dragons. The GM will leverage that.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 8672059, member: 82106"] No, but there are some things that are possible good solutions, and some that are not, or are less good. I think you are being a bit too literal in terms of what [USER=16814]@Ovinomancer[/USER] meant. The point that is relevant is that the story is exactly about whatever the GM decided to include. Yes, the players may well, probably can, supply alternate solutions to problems, etc. I don't think that changes the fundamental nature of the model. That model is: the GM presents a situation, the players bring their selected resources to that situation, and then they try different things and the GM tells them which things worked or what happened. This is contrasting with models like what happens in a PbtA game where any situation the GM presents is presented BECAUSE it is directly relevant to a PC, and often a lot of the subject matter was introduced either directly by a player, or at their instigation. Typically in this type of paradigm there IS no 'world' that has any fixed content. The GM is still presenting obstacles to the players to solve, generally, but very little/nothing is really laid out in advance. The GM never presents anything simply because it is part of some plan they have (this may not be strictly true in the sense that the GM probably has a lot of potential choices in exactly what sort of obstacle shows up, and nothing stops them from including ones that match their own conceptions of the situation). Usually genre and built in game thematics will inform a lot of the 'color' heavily. So, DW is a 'fantastic world' and 'dangerous' and filled with things like orcs and dragons. The GM will leverage that. [/QUOTE]
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