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<blockquote data-quote="Manbearcat" data-source="post: 8672428" data-attributes="member: 6696971"><p>Let’s start with manager and sub “manager” for principal constraints on authority. The principal constraints on your authority (what content you can introduce, what you are obliged to do, what you are incentivized to do) are (a) the game’s overarching agenda, (b) the player’s say (A + B is as close to your “service position” as I can get), (c) the system’s say (rules + procedures + GMing principles = your “the dice”), and (d) the fact of the incentives that it’s an extremely challenging way to GM that is fundamentally different from GMing a play experience like an RC or B/X Hexcrawl and also (e) extremely rewarding because you as the GM get to “play to find out what happens” (being surprised by the form and shape that play takes as much as the players are) and “it fundamentally works every_single_time_without fail.”</p><p></p><p></p><p>But the point of the exercise was to demonstrate the difference between the agenda of play and what principally constrained GMing looks like in this form of play vs others (including the not-by-the-book GMing of Blades that you appear yo have experienced).</p><p></p><p>Do you we feel like “mission accomplished?” You feel like you understand the difference at this point?</p><p></p><p>EDIT - And maybe you could speak to your sense of the appeal of running games the way you run games (since you draw the contrast above). I think if you speak explicitly to what that appeal is exactly, it will better demarcate “what’s in it for me (the GM)” when GMing the two different types of play.</p><p></p><p>The (d) and the (e) I outline above capture the appeal of GMing this sort of play (the specific challenge of it + being able to play to find out what happens) offers but you also have to include (f) the offloading of a certain amount of mental bandwidth and both clerical and (a particular form of) cognitive burden onto system and the table collective at large.</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 8672428, member: 6696971"] Let’s start with manager and sub “manager” for principal constraints on authority. The principal constraints on your authority (what content you can introduce, what you are obliged to do, what you are incentivized to do) are (a) the game’s overarching agenda, (b) the player’s say (A + B is as close to your “service position” as I can get), (c) the system’s say (rules + procedures + GMing principles = your “the dice”), and (d) the fact of the incentives that it’s an extremely challenging way to GM that is fundamentally different from GMing a play experience like an RC or B/X Hexcrawl and also (e) extremely rewarding because you as the GM get to “play to find out what happens” (being surprised by the form and shape that play takes as much as the players are) and “it fundamentally works every_single_time_without fail.” But the point of the exercise was to demonstrate the difference between the agenda of play and what principally constrained GMing looks like in this form of play vs others (including the not-by-the-book GMing of Blades that you appear yo have experienced). Do you we feel like “mission accomplished?” You feel like you understand the difference at this point? EDIT - And maybe you could speak to your sense of the appeal of running games the way you run games (since you draw the contrast above). I think if you speak explicitly to what that appeal is exactly, it will better demarcate “what’s in it for me (the GM)” when GMing the two different types of play. The (d) and the (e) I outline above capture the appeal of GMing this sort of play (the specific challenge of it + being able to play to find out what happens) offers but you also have to include (f) the offloading of a certain amount of mental bandwidth and both clerical and (a particular form of) cognitive burden onto system and the table collective at large. [/QUOTE]
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