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Daggerheart General Thread [+]
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<blockquote data-quote="zakael19" data-source="post: 9676824" data-attributes="member: 7044099"><p>A) Daggerheart fundamentally disagrees with your point. It expects the GM to actively pull the players, all of them, into the game. This shows up under pretty much all of the Best Practices in various ways, see especially the amplification under <em>Gain your Player's Trust, Cut to the Action, </em>and<em> Help the Players Use the Game. </em>This also shows up in the discussion of the Principles of <em>Collaborate at all times, Especially During Conflict, Ask Questions and Incorporate the Answers</em>, and <em>Fill the world with Life, Wonder, and Danger. </em></p><p></p><p>B) I agree that no-initiative combat scenes pose challenges for those unfamiliar, the good thing is that if you just keep your moves in mind and remind the players of their own Principles things tend to work out. </p><p></p><p>Actively reminding the players of their Principles can be needed sometimes.</p></blockquote><p></p>
[QUOTE="zakael19, post: 9676824, member: 7044099"] A) Daggerheart fundamentally disagrees with your point. It expects the GM to actively pull the players, all of them, into the game. This shows up under pretty much all of the Best Practices in various ways, see especially the amplification under [I]Gain your Player's Trust, Cut to the Action, [/I]and[I] Help the Players Use the Game. [/I]This also shows up in the discussion of the Principles of [I]Collaborate at all times, Especially During Conflict, Ask Questions and Incorporate the Answers[/I], and [I]Fill the world with Life, Wonder, and Danger. [/I] B) I agree that no-initiative combat scenes pose challenges for those unfamiliar, the good thing is that if you just keep your moves in mind and remind the players of their own Principles things tend to work out. Actively reminding the players of their Principles can be needed sometimes. [/QUOTE]
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