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General Tabletop Discussion
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Contrivance in story dynamics
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<blockquote data-quote="pointofyou" data-source="post: 8821921" data-attributes="member: 7037848"><p>I'm not quite sure I'd use "operationalize" to describe my approaches but I'll try to explain more clearly or at least more verbosely.</p><p></p><p>By "unbounded list" I mean a list that in principle includes more or less all things possible and allowed in the game being played. There might be some selection for environment or biome or whatever but there need not be and the list is put together without any consideration for who the PCs are or why they are doing PC things.</p><p></p><p>By "curated list" I mean a list where some or most or all the items on it have been chosen to engage the PCs or at least with consideration for who they are and why they are doing PC things. In principle the items on the list could be pulling on old threads or weaving in new ones.</p><p></p><p>Seems to me the lists would be pretty similar in use. The system calls for a roll on the table and the GM rolls on the table and what the GM rolls on the table comes into play. Seems pretty obvious to me the latter list would engage the PCs' interests and motivations more or at least it'd be much more likely to.</p><p></p><p></p><p></p><p>It seems as though those mechanics are working well for you and your group. This comes as no surprise to me as the Burning Wheel Family of Games are noted for their tightly-structured mechanics. I don't think I have denied that my idea of a "curated list" in this context puts more work or responsibility or something on the GM's plate and there are certainly good reasons to prefer this to be more baked-into the mechanics of the game. When I run games where the GM has the responsibility and authority to create or curate encounter lists I do so with the PCs I'm running for in mind. I have had no problem connecting encounters to past escapades or generating new ones and the stories have felt more than genuine enough around the tables.</p></blockquote><p></p>
[QUOTE="pointofyou, post: 8821921, member: 7037848"] I'm not quite sure I'd use "operationalize" to describe my approaches but I'll try to explain more clearly or at least more verbosely. By "unbounded list" I mean a list that in principle includes more or less all things possible and allowed in the game being played. There might be some selection for environment or biome or whatever but there need not be and the list is put together without any consideration for who the PCs are or why they are doing PC things. By "curated list" I mean a list where some or most or all the items on it have been chosen to engage the PCs or at least with consideration for who they are and why they are doing PC things. In principle the items on the list could be pulling on old threads or weaving in new ones. Seems to me the lists would be pretty similar in use. The system calls for a roll on the table and the GM rolls on the table and what the GM rolls on the table comes into play. Seems pretty obvious to me the latter list would engage the PCs' interests and motivations more or at least it'd be much more likely to. It seems as though those mechanics are working well for you and your group. This comes as no surprise to me as the Burning Wheel Family of Games are noted for their tightly-structured mechanics. I don't think I have denied that my idea of a "curated list" in this context puts more work or responsibility or something on the GM's plate and there are certainly good reasons to prefer this to be more baked-into the mechanics of the game. When I run games where the GM has the responsibility and authority to create or curate encounter lists I do so with the PCs I'm running for in mind. I have had no problem connecting encounters to past escapades or generating new ones and the stories have felt more than genuine enough around the tables. [/QUOTE]
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