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Dismantling the Game Master
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<blockquote data-quote="overgeeked" data-source="post: 9523604" data-attributes="member: 86653"><p>Absolutely. There's a lot of bookkeeping the referee can hand off to the players. </p><p></p><p>There's also a fair amount of creative work the players can take over, if everyone's on board. Worldbuilding as a group works great for some players. Either on the spot or ahead of time. You see this in games like Fabula Ultima and Daggerheart. Naming NPCs, naming factions, naming businesses, etc. As long as everyone's on the same page or okay with the occasional goofy name. </p><p></p><p>One of my favorite ways of unloading the burden is following the advice in the <em>Game Master's Handbook of Proactive Roleplaying</em>. Instead of the referee making a story and pushing the players through it, the referee pulls from the players' stated goals and builds scenarios and encounters. No more worry about finding the right hooks. The players provide them all.</p></blockquote><p></p>
[QUOTE="overgeeked, post: 9523604, member: 86653"] Absolutely. There's a lot of bookkeeping the referee can hand off to the players. There's also a fair amount of creative work the players can take over, if everyone's on board. Worldbuilding as a group works great for some players. Either on the spot or ahead of time. You see this in games like Fabula Ultima and Daggerheart. Naming NPCs, naming factions, naming businesses, etc. As long as everyone's on the same page or okay with the occasional goofy name. One of my favorite ways of unloading the burden is following the advice in the [I]Game Master's Handbook of Proactive Roleplaying[/I]. Instead of the referee making a story and pushing the players through it, the referee pulls from the players' stated goals and builds scenarios and encounters. No more worry about finding the right hooks. The players provide them all. [/QUOTE]
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