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<blockquote data-quote="Manbearcat" data-source="post: 6307113" data-attributes="member: 6696971"><p>I've talked about GMing principles and advice in several systems that I enjoy. How about some Mouse Guard by Luke Crane.</p><p></p><p></p><p></p><p>This might be a bit controversial because it states its the GM's job to transform the PCs into heroes. Obviously that transformation is the synthesis of the GM framing the PCs into a situation/conflict, the PCs making decision and deploying resources, and the ultimate resolution and fallout of the conflict. The first part is what Luke is talking about here. How are the PCs to become heroes if they have no exciting conflicts to carve out their legend?</p><p></p><p></p><p></p><p>Pretty straightforward here. You're not framing one PC into a thematic conflict. You're framing all of them into conflicts that matter to them personally and which give them the opportunity to struggle and to be heroic.</p><p></p><p></p><p></p><p>Looks good to me. Change out guardmice for adventurers and mission for quest and you've got D&D. The specific duties inherent to being in the Guard and the obstacles/hazards to overcome while performing them are broached later.</p><p></p><p></p><p></p><p>D&D has an analogue for each of these or it maps precisely. Basically the GM should have a strong list of genre-relevant conflicts to frame the PCs into and within those conflicts the GM should have genre-relevant antagonists that opposes the PCs will/machinations. And make sure to keep it exciting, challenging, thematically coherent, well-paced and up the ante on the stakes when its called for!</p><p></p><p></p><p></p><p>So don't be afraid to deviate from canon and make the game your own but take care that you don't stretch mood and genre credibility to the point that it breaks. If the game calls for A Song of Fire and Ice aesthetic then you don't want Peter Pan or the Three Stooges making an appearance (or vice versa). Its certainly the players' responsibilities to adhere to that credo but the GM takes a leading role here.</p><p></p><p></p><p></p><p>I'm including all of these together. There are system-specific mechanical components at work here but the general guidance is extremely tight and functional for any thematic play that is meant to be emotionally or dramatically provocative. </p><p></p><p>Players are going to have quests. Don't be afraid to make them overt and central to play (as 4e does). These are player goals that they telegraph to the GM, signaling him what sort of content they're interested in engaging in and moving toward. </p><p></p><p>Simple, transparent ethos and pathos statements signal to the GM what is philosophically and emotionally important to the PC in question. What will they fight for? What are their limits? Just how important is this thing/belief to you? When you have to prioritize these values/emotions, which yields and which prevails? What about when the PCs as a group have to prioritize their collective values and emotions because their at tension with one another? Conflict!</p><p></p><p>Draw these out of your players and pull on those strings they give you. </p><p></p><p>In the end, you'll fill all of their lives with exciting adventure that each of them care about and we'll all find out if they're heroes (or troll lunch) and, if so, what kind of heroes they turn out to be as their legacy is carved out in play.</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 6307113, member: 6696971"] I've talked about GMing principles and advice in several systems that I enjoy. How about some Mouse Guard by Luke Crane. This might be a bit controversial because it states its the GM's job to transform the PCs into heroes. Obviously that transformation is the synthesis of the GM framing the PCs into a situation/conflict, the PCs making decision and deploying resources, and the ultimate resolution and fallout of the conflict. The first part is what Luke is talking about here. How are the PCs to become heroes if they have no exciting conflicts to carve out their legend? Pretty straightforward here. You're not framing one PC into a thematic conflict. You're framing all of them into conflicts that matter to them personally and which give them the opportunity to struggle and to be heroic. Looks good to me. Change out guardmice for adventurers and mission for quest and you've got D&D. The specific duties inherent to being in the Guard and the obstacles/hazards to overcome while performing them are broached later. D&D has an analogue for each of these or it maps precisely. Basically the GM should have a strong list of genre-relevant conflicts to frame the PCs into and within those conflicts the GM should have genre-relevant antagonists that opposes the PCs will/machinations. And make sure to keep it exciting, challenging, thematically coherent, well-paced and up the ante on the stakes when its called for! So don't be afraid to deviate from canon and make the game your own but take care that you don't stretch mood and genre credibility to the point that it breaks. If the game calls for A Song of Fire and Ice aesthetic then you don't want Peter Pan or the Three Stooges making an appearance (or vice versa). Its certainly the players' responsibilities to adhere to that credo but the GM takes a leading role here. I'm including all of these together. There are system-specific mechanical components at work here but the general guidance is extremely tight and functional for any thematic play that is meant to be emotionally or dramatically provocative. Players are going to have quests. Don't be afraid to make them overt and central to play (as 4e does). These are player goals that they telegraph to the GM, signaling him what sort of content they're interested in engaging in and moving toward. Simple, transparent ethos and pathos statements signal to the GM what is philosophically and emotionally important to the PC in question. What will they fight for? What are their limits? Just how important is this thing/belief to you? When you have to prioritize these values/emotions, which yields and which prevails? What about when the PCs as a group have to prioritize their collective values and emotions because their at tension with one another? Conflict! Draw these out of your players and pull on those strings they give you. In the end, you'll fill all of their lives with exciting adventure that each of them care about and we'll all find out if they're heroes (or troll lunch) and, if so, what kind of heroes they turn out to be as their legacy is carved out in play. [/QUOTE]
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