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An example where granular resolution based on setting => situation didn't work
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<blockquote data-quote="clearstream" data-source="post: 8999187" data-attributes="member: 71699"><p>As characters journey, they say what is on the map (in turn about following a system of prompts.) Some prompts (and possibly complications) include speaking about trouble (especially in connection with character bonds). They can be beneficial as well as threatening; focusing here here on the latter, one example -</p><p></p><p>1st player: Folk live under the malignant influence of empty towers, which they propitiate.</p><p>2nd player: There are shadow-crossings in the towers.</p><p>1st player again: There is geothermal activity, with pink and white terraces stepping down from the mountain.</p><p>3rd player: Unwilling sacrifices are being made here.</p><p></p><p>Established then is a settlement overshadowed by abandoned towers, a dormant or active mountain, and some propitiating sacrifices to (probably) whatever the shadow-crossings lead to. The settlement and terrain go on to matter to general play. The other details are a kind of setup or soft move. The notion is that the players have proposed some directions from trouble, and now it is on the GM-role to control it from there. The game involves essentially zero-prep. The idea is to give momentum to the fiction from what players say about the world their characters live in.</p><p></p><p>Additionally, players narrate their successes. And I'm wondering if in the long run it will be a problem to say that players narrate their failures (at present, they narrate complications.) Of course this needs proper playtesting - which is planned for May - but what I find is that it's best going in with what you think is a plausible take.</p></blockquote><p></p>
[QUOTE="clearstream, post: 8999187, member: 71699"] As characters journey, they say what is on the map (in turn about following a system of prompts.) Some prompts (and possibly complications) include speaking about trouble (especially in connection with character bonds). They can be beneficial as well as threatening; focusing here here on the latter, one example - 1st player: Folk live under the malignant influence of empty towers, which they propitiate. 2nd player: There are shadow-crossings in the towers. 1st player again: There is geothermal activity, with pink and white terraces stepping down from the mountain. 3rd player: Unwilling sacrifices are being made here. Established then is a settlement overshadowed by abandoned towers, a dormant or active mountain, and some propitiating sacrifices to (probably) whatever the shadow-crossings lead to. The settlement and terrain go on to matter to general play. The other details are a kind of setup or soft move. The notion is that the players have proposed some directions from trouble, and now it is on the GM-role to control it from there. The game involves essentially zero-prep. The idea is to give momentum to the fiction from what players say about the world their characters live in. Additionally, players narrate their successes. And I'm wondering if in the long run it will be a problem to say that players narrate their failures (at present, they narrate complications.) Of course this needs proper playtesting - which is planned for May - but what I find is that it's best going in with what you think is a plausible take. [/QUOTE]
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An example where granular resolution based on setting => situation didn't work
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