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Dungeon Master's Guide Bastion System Lets You Build A Stronghold
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<blockquote data-quote="pemerton" data-source="post: 9480766" data-attributes="member: 42582"><p>Play that is less GM-driven and more player-driven.</p><p></p><p>Why can't the GM make suggestions, and see whether the player is interested in taking them up?</p><p></p><p>I don't accept that the GM needs anything in return. Nor do I see this in terms of "not putting in the work" as GM - I don't really know what that is supposed to mean. I don't see establishing the setting through the lens of zero-sum trade-offs. In terms of ideas and authorship, I prefer cooperation, mutual contributions, and collaboration. And in terms of how elements, once introduced, change over the course of play, I think in terms of what the player "owns" and what the GM "owns". Stuff that the player owns, and that is not put at stake by the player, is not really for the GM to change.</p><p></p><p>The most memorable "bastion" for me, in my game play, was the townhouse of a high-level sorcerer in a Rolemaster game. The player detailed the PC's townhouse, the servants, the secret areas for doing sorcerous things, etc. That PC lived there, and from time-to-time other PCs would stay there. The player "owned" it as an element of the fiction. I was able to put plenty of pressure on that player, and on their PC, without any need to muck about with their house or servants.</p></blockquote><p></p>
[QUOTE="pemerton, post: 9480766, member: 42582"] Play that is less GM-driven and more player-driven. Why can't the GM make suggestions, and see whether the player is interested in taking them up? I don't accept that the GM needs anything in return. Nor do I see this in terms of "not putting in the work" as GM - I don't really know what that is supposed to mean. I don't see establishing the setting through the lens of zero-sum trade-offs. In terms of ideas and authorship, I prefer cooperation, mutual contributions, and collaboration. And in terms of how elements, once introduced, change over the course of play, I think in terms of what the player "owns" and what the GM "owns". Stuff that the player owns, and that is not put at stake by the player, is not really for the GM to change. The most memorable "bastion" for me, in my game play, was the townhouse of a high-level sorcerer in a Rolemaster game. The player detailed the PC's townhouse, the servants, the secret areas for doing sorcerous things, etc. That PC lived there, and from time-to-time other PCs would stay there. The player "owned" it as an element of the fiction. I was able to put plenty of pressure on that player, and on their PC, without any need to muck about with their house or servants. [/QUOTE]
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