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Can we talk about best practices?
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<blockquote data-quote="Fanaelialae" data-source="post: 8339250" data-attributes="member: 53980"><p>The player is the one establishing facts within the world. </p><p></p><p>They have a brother. </p><p>He ran a shipping business in this city by the docks. </p><p>He was associating with shady characters. </p><p>They parted on bad terms. </p><p>The brother got a tavern girl pregnant and refused to take responsibility.</p><p></p><p>I mean, sure, if it's been established that this city has been abandoned for a millennia, the DM might say that your brother must have been in a different city, but that's true of narrative games as well. Plenty of games don't allow you to contradict established facts (at least not without reasonable justification). That's less having to ask the DM and more the DM having the capacity to adjudicate the game. Which is admittedly stronger in 5e than in narrative games, but 5e isn't a narrative game. It does however have narrative tools, and if you focus on leveraging those you can have a narrative focused game.</p><p></p><p>I said that <em>if</em> it is a lengthy investigation, then you want to get buy in from the group. You're not the only one at the table, and it's not exactly fair to expect everyone else to ignore their own goals and do what you want to do for an indefinite amount of time without so much as a "do you mind if we...". This comes back to best practices as spotlight sharing (specifically, not trying to hog all the spotlight time for yourself and your character). Of course, if finding your brother is a little side scene, no such buy in is required, as in this case spotlight sharing works in your favor (everyone can have reasonable side scenes as needed).</p><p></p><p>It seems like your point is that Burning Wheel has more defined mechanisms for resolving this? Sure, I agree (though it's been ages since I last looked at Burning Wheel, so I only vaguely recall what you're referring to).</p></blockquote><p></p>
[QUOTE="Fanaelialae, post: 8339250, member: 53980"] The player is the one establishing facts within the world. They have a brother. He ran a shipping business in this city by the docks. He was associating with shady characters. They parted on bad terms. The brother got a tavern girl pregnant and refused to take responsibility. I mean, sure, if it's been established that this city has been abandoned for a millennia, the DM might say that your brother must have been in a different city, but that's true of narrative games as well. Plenty of games don't allow you to contradict established facts (at least not without reasonable justification). That's less having to ask the DM and more the DM having the capacity to adjudicate the game. Which is admittedly stronger in 5e than in narrative games, but 5e isn't a narrative game. It does however have narrative tools, and if you focus on leveraging those you can have a narrative focused game. I said that [I]if[/I] it is a lengthy investigation, then you want to get buy in from the group. You're not the only one at the table, and it's not exactly fair to expect everyone else to ignore their own goals and do what you want to do for an indefinite amount of time without so much as a "do you mind if we...". This comes back to best practices as spotlight sharing (specifically, not trying to hog all the spotlight time for yourself and your character). Of course, if finding your brother is a little side scene, no such buy in is required, as in this case spotlight sharing works in your favor (everyone can have reasonable side scenes as needed). It seems like your point is that Burning Wheel has more defined mechanisms for resolving this? Sure, I agree (though it's been ages since I last looked at Burning Wheel, so I only vaguely recall what you're referring to). [/QUOTE]
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Can we talk about best practices?
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