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<blockquote data-quote="Reynard" data-source="post: 8672460" data-attributes="member: 467"><p>This isn't an issue because I ALWAYS play to find out. Even if I am running an adventure I have run before, I am always surprised by the outcome because the thing that matters is what the players do, what choices they make, with random die results (a clutch critical, a terrible fumble, a failed persuasion, etc) informing those things.</p><p></p><p>I don't need or want "story game" elements because the story that emerges out of play is the one that interests me. The situation or circumstances I as GM set up (or choose in the case of a published scenario) are just a foundation on which that "story" is built -- just like (it sounds like) the constraints of the PbtA/FitD game.</p><p></p><p>The play loop of</p><p>GM: Here's the situation.</p><p>Players; Here's what we do.</p><p>{dice are rolled, maybe]</p><p>GM: Here's the new situation.</p><p>etc...</p><p></p><p>Is what I find compelling. I improv a lot, sometimes 100% (but usually more like, say, 75%, because technically I prepped the situation) so I am always, always surprised by the outcome.</p><p></p><p>EDIT TO ADD: I can't imagine how constrained list of "move" responses for me as GM would improve the experience for anyone at the table.</p></blockquote><p></p>
[QUOTE="Reynard, post: 8672460, member: 467"] This isn't an issue because I ALWAYS play to find out. Even if I am running an adventure I have run before, I am always surprised by the outcome because the thing that matters is what the players do, what choices they make, with random die results (a clutch critical, a terrible fumble, a failed persuasion, etc) informing those things. I don't need or want "story game" elements because the story that emerges out of play is the one that interests me. The situation or circumstances I as GM set up (or choose in the case of a published scenario) are just a foundation on which that "story" is built -- just like (it sounds like) the constraints of the PbtA/FitD game. The play loop of GM: Here's the situation. Players; Here's what we do. {dice are rolled, maybe] GM: Here's the new situation. etc... Is what I find compelling. I improv a lot, sometimes 100% (but usually more like, say, 75%, because technically I prepped the situation) so I am always, always surprised by the outcome. EDIT TO ADD: I can't imagine how constrained list of "move" responses for me as GM would improve the experience for anyone at the table. [/QUOTE]
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