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<blockquote data-quote="AbdulAlhazred" data-source="post: 8924140" data-attributes="member: 82106"><p>Well, then I would suggest you broaden your gaming horizon, because you seem to have been informed wrongly about what are variously termed 'Indy' or 'Story' etc. games. In all cases which I am aware of they have just as much, if not more, structure around who can say what. However, more deeply, they are not about people 'inventing story', the story is what happens when you play to find out. The players posit certain circumstances, character traits, possibly backstory, etc. and then the GM takes that and develops a scene which reflects those things, inventing elements of setting, etc. as needed (often there is a pretty well-established milieu to draw from, but it depends on the game). Players, in the guise of their characters, then make assertions about what their intentions are and what actions will enact those intentions. Play proceeds from there by reasonably standard processes, but ones which tend to force the action in a forward and increasingly intense/focused direction. The one we have commonly discussed here being the "success with complication", which is a technique used in both PbtA and FitD engines, the most popular ones currently. Torch Bearer uses a slightly different technique, but with similar results (generally fail forward with more serious consequences accruing as the degree of overall failure increases).</p><p></p><p>Right, but not of anything that I have ever heard of. Again, I think you are badly informed.</p><p></p><p>Well, first of all, no groups work which don't have some degree of table consensus about stuff. Secondly, there doesn't actually need to be perfect alignment. I mean, from what I have heard, the possible ways that BitD can play out, and what exactly constitutes valid options in play, can vary wildly from player to player. Yes, generally a group of players will naturally calibrate to a specific 'set point'. As I am informed, the BitD group I am playing with is stark raving off the wall crazy. In other groups the players might be aghast at us taking out gangs 2 tiers above us and murderating ancient vampires. I think however, any random group of reasonable players will find a level of calibration where they all pretty much feel comfortable. The game itself, AFAICT, doesn't really care.</p><p></p><p>Oye, or maybe you all coddle them too much! Or give them so little scope to be in control of what the value of the fiction is that all they have is basic character advocacy.</p><p></p><p>LOL! I see. OK, well, I have no shortage of people I can play games with, and they all enjoy it. I mean it all seems pretty darn successful to me. I never understood why people stress themselves out so much....</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 8924140, member: 82106"] Well, then I would suggest you broaden your gaming horizon, because you seem to have been informed wrongly about what are variously termed 'Indy' or 'Story' etc. games. In all cases which I am aware of they have just as much, if not more, structure around who can say what. However, more deeply, they are not about people 'inventing story', the story is what happens when you play to find out. The players posit certain circumstances, character traits, possibly backstory, etc. and then the GM takes that and develops a scene which reflects those things, inventing elements of setting, etc. as needed (often there is a pretty well-established milieu to draw from, but it depends on the game). Players, in the guise of their characters, then make assertions about what their intentions are and what actions will enact those intentions. Play proceeds from there by reasonably standard processes, but ones which tend to force the action in a forward and increasingly intense/focused direction. The one we have commonly discussed here being the "success with complication", which is a technique used in both PbtA and FitD engines, the most popular ones currently. Torch Bearer uses a slightly different technique, but with similar results (generally fail forward with more serious consequences accruing as the degree of overall failure increases). Right, but not of anything that I have ever heard of. Again, I think you are badly informed. Well, first of all, no groups work which don't have some degree of table consensus about stuff. Secondly, there doesn't actually need to be perfect alignment. I mean, from what I have heard, the possible ways that BitD can play out, and what exactly constitutes valid options in play, can vary wildly from player to player. Yes, generally a group of players will naturally calibrate to a specific 'set point'. As I am informed, the BitD group I am playing with is stark raving off the wall crazy. In other groups the players might be aghast at us taking out gangs 2 tiers above us and murderating ancient vampires. I think however, any random group of reasonable players will find a level of calibration where they all pretty much feel comfortable. The game itself, AFAICT, doesn't really care. Oye, or maybe you all coddle them too much! Or give them so little scope to be in control of what the value of the fiction is that all they have is basic character advocacy. LOL! I see. OK, well, I have no shortage of people I can play games with, and they all enjoy it. I mean it all seems pretty darn successful to me. I never understood why people stress themselves out so much.... [/QUOTE]
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