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<blockquote data-quote="Guest&nbsp; 85555" data-source="post: 6781178"><p>We've discussed this before, but I am not particularly persuaded by GNS theory and you seem to be steering this toward that model. No real desire to get into that discussion again. That said, I don't see any reason why anything I said would prevent someone from engaging strategy or story. The GM can still abide by the rules of the game, and story can still emerge and be part of the experience. It is just that the GM is trying to be fair, objective and truthful to his or her sense of what would happen when making choices and decisions. A GM deciding that an NPC should be angry at the party for stealing his livestock, or that there in fact ought to be 2 haberdashers in town given the population size, won't have any impact on their ability to strategize or experience a story. Personally I find strategizing easier when the GM is careful in presenting a believable world.</p><p></p><p>In terms of my play style, while experiencing the world is important, I also like a fair amount of strategizing and puzzles. Generally I'd prefer the strategy occur through the lens of the game world (so I am not playing a mini-game or something on top of the RPG). But sometimes you have to break out the miniatures and think in terms of where the pieces are when forces are large enough. </p><p></p><p>In terms of story provocation, it really depends on what you mean by that. My games have plenty of drama, conflict and excitement. I don't know if any of that equates to story provocation or not, but isn't just about walking around and not having stuff happen.</p></blockquote><p></p>
[QUOTE="Guest 85555, post: 6781178"] We've discussed this before, but I am not particularly persuaded by GNS theory and you seem to be steering this toward that model. No real desire to get into that discussion again. That said, I don't see any reason why anything I said would prevent someone from engaging strategy or story. The GM can still abide by the rules of the game, and story can still emerge and be part of the experience. It is just that the GM is trying to be fair, objective and truthful to his or her sense of what would happen when making choices and decisions. A GM deciding that an NPC should be angry at the party for stealing his livestock, or that there in fact ought to be 2 haberdashers in town given the population size, won't have any impact on their ability to strategize or experience a story. Personally I find strategizing easier when the GM is careful in presenting a believable world. In terms of my play style, while experiencing the world is important, I also like a fair amount of strategizing and puzzles. Generally I'd prefer the strategy occur through the lens of the game world (so I am not playing a mini-game or something on top of the RPG). But sometimes you have to break out the miniatures and think in terms of where the pieces are when forces are large enough. In terms of story provocation, it really depends on what you mean by that. My games have plenty of drama, conflict and excitement. I don't know if any of that equates to story provocation or not, but isn't just about walking around and not having stuff happen. [/QUOTE]
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