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<blockquote data-quote="hawkeyefan" data-source="post: 9468013" data-attributes="member: 6785785"><p>Well, the player doesn’t write a paragraph. We talk it out together. As GM, I took some notes. There is a Steading Sheet for the town, so as we created NPCs we added them to the Steading Sheet. </p><p></p><p>So the player came up with the idea of a dangerous beast that killed one of his dogs and was a possible threat lairing near town. As GM, I came up with what the creature was and why it was near town. What that amounted to was selecting a monster from the book and coming up with some details about it. I jotted down some notes about it. This was a name, a page number, and a bullet list of three or four things. </p><p></p><p></p><p></p><p>So this is where you try to criticize this style of play based on your own flawed understanding of it. There’s plenty of thinking by the GM in this kind of game. </p><p></p><p></p><p></p><p>No, I don’t think you’re following. The fact that you’re calling player ideas “random” is very telling. Why are they random? They’re things chosen by the players specifically connected to their characters. It doesn’t get less random than that. </p><p></p><p>Certainly ideas created by the GM that have nothing to do with the characters would be just as random, if not more so, no? </p><p></p><p></p><p></p><p>What the hell does this mean? Do you really assume this is what happens? </p><p></p><p></p><p></p><p>No, not really. There’s a map with the major locations. There are details about those locations. There are NPCs and monsters. All of these are provided by the setting guide. But they’re all sketched. It’s all described loosely. Any truth is left up to be decided in play. </p><p></p><p></p><p></p><p>Well, there’s no bank. It’s a quasi-iron age setting. But once we establish where a location is, then that’s where it is. The Steading Sheet has a map of the town and you mark a building and enter it. </p><p></p><p>Look at it this way… from the players’ perspective, it’s no different than your method. No one knows where the lost tower is until it’s established in play.</p><p></p><p>It doesn’t all have to be established ahead of time. You can have ideas and thoughts about it all, but you don’t commit to it until it comes up in play. Then, once something is established, you lock it in.</p></blockquote><p></p>
[QUOTE="hawkeyefan, post: 9468013, member: 6785785"] Well, the player doesn’t write a paragraph. We talk it out together. As GM, I took some notes. There is a Steading Sheet for the town, so as we created NPCs we added them to the Steading Sheet. So the player came up with the idea of a dangerous beast that killed one of his dogs and was a possible threat lairing near town. As GM, I came up with what the creature was and why it was near town. What that amounted to was selecting a monster from the book and coming up with some details about it. I jotted down some notes about it. This was a name, a page number, and a bullet list of three or four things. So this is where you try to criticize this style of play based on your own flawed understanding of it. There’s plenty of thinking by the GM in this kind of game. No, I don’t think you’re following. The fact that you’re calling player ideas “random” is very telling. Why are they random? They’re things chosen by the players specifically connected to their characters. It doesn’t get less random than that. Certainly ideas created by the GM that have nothing to do with the characters would be just as random, if not more so, no? What the hell does this mean? Do you really assume this is what happens? No, not really. There’s a map with the major locations. There are details about those locations. There are NPCs and monsters. All of these are provided by the setting guide. But they’re all sketched. It’s all described loosely. Any truth is left up to be decided in play. Well, there’s no bank. It’s a quasi-iron age setting. But once we establish where a location is, then that’s where it is. The Steading Sheet has a map of the town and you mark a building and enter it. Look at it this way… from the players’ perspective, it’s no different than your method. No one knows where the lost tower is until it’s established in play. It doesn’t all have to be established ahead of time. You can have ideas and thoughts about it all, but you don’t commit to it until it comes up in play. Then, once something is established, you lock it in. [/QUOTE]
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