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*Dungeons & Dragons
Character play vs Player play
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<blockquote data-quote="Manbearcat" data-source="post: 6433691" data-attributes="member: 6696971"><p>Sorry, this is way come and gone. I'll be brief and just focus on this below:</p><p></p><p>-<em> Is the DM granted authorial/narrative control over the player's characters?</em> </p><p></p><p>Yes. <strong><em>Conflict-charged scene openers.</em></strong></p><p></p><p>In the style of D&D play being advocated for here, the GM does have some very specific techniques and principles which provide for a very limited and specific type of narrative control over the player's characters. However, due to the agenda of the game itself (to push play towards conflict that the players care about and resolve with their PCs - the point of play itself), it doesn't infringe upon his/her players' agency. That is, of course, assuming the GM observes some crucial components; * <strong><em>Purchased PC build aspects</em></strong>, ** <strong><em> earned assets within the evolved narrative to date</em></strong>, and *** <strong><em>formal action declarations (and any resolution if required) in preceding transition scenes</em></strong> are sovereign components insured against GM use that overturns a players legitimate conception of them.</p><p></p><p>Quick example. </p><p></p><p>* So you're a Rogue who is a master infiltrator and thief? Ok. I'll never frame you into a scene whereby you're flat caught mid-theft or infiltration. </p><p></p><p>** So, through play, you've earned a squad of elite commando ranger companions/henchman to recon a forest specifically to find a locale therein? Ok. I'll never frame you into a scene whereby your rangers have searched the forest and come up empty or they've been eaten by a marauding dragon. </p><p></p><p>*** So the group has just resolved a conflict and has a decision to make. Find suitable camp to hole-up or push on despite it all? The players have decided that they wish to push on through the night, braving a driving blizzard in a perilous journey across a frozen, danger-fraught wasteland. Ok. I'm not going to subordinate their wishes because I have some kind of other conflict I think would be nifty in their immediate locale (eg - I wished they had decided to camp so I could unleash it). Further, if the transition scene resolution mechanics say that they brave those dangers without any complications, I'm not going to suddenly say they're lost in the white-out of the storm. The next scene opener is them arriving at their destination and whatever conflict awaits them there.</p><p></p><p></p><p>I'm sure you've got some questions, thoughts, incredulous The Rock eyebrows <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" /> etc, so I'll stop there.</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 6433691, member: 6696971"] Sorry, this is way come and gone. I'll be brief and just focus on this below: -[I] Is the DM granted authorial/narrative control over the player's characters?[/I] Yes. [B][I]Conflict-charged scene openers.[/I][/B] In the style of D&D play being advocated for here, the GM does have some very specific techniques and principles which provide for a very limited and specific type of narrative control over the player's characters. However, due to the agenda of the game itself (to push play towards conflict that the players care about and resolve with their PCs - the point of play itself), it doesn't infringe upon his/her players' agency. That is, of course, assuming the GM observes some crucial components; * [B][I]Purchased PC build aspects[/I][/B], ** [B][I] earned assets within the evolved narrative to date[/I][/B], and *** [B][I]formal action declarations (and any resolution if required) in preceding transition scenes[/I][/B] are sovereign components insured against GM use that overturns a players legitimate conception of them. Quick example. * So you're a Rogue who is a master infiltrator and thief? Ok. I'll never frame you into a scene whereby you're flat caught mid-theft or infiltration. ** So, through play, you've earned a squad of elite commando ranger companions/henchman to recon a forest specifically to find a locale therein? Ok. I'll never frame you into a scene whereby your rangers have searched the forest and come up empty or they've been eaten by a marauding dragon. *** So the group has just resolved a conflict and has a decision to make. Find suitable camp to hole-up or push on despite it all? The players have decided that they wish to push on through the night, braving a driving blizzard in a perilous journey across a frozen, danger-fraught wasteland. Ok. I'm not going to subordinate their wishes because I have some kind of other conflict I think would be nifty in their immediate locale (eg - I wished they had decided to camp so I could unleash it). Further, if the transition scene resolution mechanics say that they brave those dangers without any complications, I'm not going to suddenly say they're lost in the white-out of the storm. The next scene opener is them arriving at their destination and whatever conflict awaits them there. I'm sure you've got some questions, thoughts, incredulous The Rock eyebrows :p etc, so I'll stop there. [/QUOTE]
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