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<blockquote data-quote="grendel111111" data-source="post: 6812231" data-attributes="member: 6803870"><p>I think there are really good points here. Unless the DM is just saying no every time that the player does anything slightly unexpected then everyone is using a balance of the two styles. some people sit heavily on one side of the spectrum or the other and some sit in the middle using tools from both. </p><p></p><p>Your last point I would like to discuss.... I think people do have a "tipping point" and if they move over that tipping point too fast or too far in either direction they can crash their game.</p><p>All the examples of just in time have shown it being used masterfully, the DM and players smoothly interacting and seemlessly coming up with a tight narrative. But that often doesn't happen (and most likely won't) when you first start out. </p><p>I sat through one game where the DM wanted to try it but did not have the improve skills to pull it off. Every action the players took resulted in 15-20 minutes of the DM saying "just wait a minute while I figure out what happens next". Some people do not do improv well (and some people do not know they don't do it well). Even after that time every battle ended up being the equivalent of a wandering monster encounter with no thought going into terrain, environment, objectives, etc. Yet when he pre-planned games he was running great set pieces that were really fun. His "tipping point" was closer to the pre-prepped side of the scale. (This can of coarse change over time, too.)</p><p>However when you move in the direction of "story-now"and add tools from improv to your gaming tool box it can be of benefit even if you don't go all in on "story-now" style. Just like if you add some pre prepped elements to a purely story now game it can improve how those games run.</p><p></p><p>I suspect it will go the other way too. if someone is very comfortable in story-now and try to go too pre-prep then they will feel it doesn't work for them, maybe it will feel "flat".</p></blockquote><p></p>
[QUOTE="grendel111111, post: 6812231, member: 6803870"] I think there are really good points here. Unless the DM is just saying no every time that the player does anything slightly unexpected then everyone is using a balance of the two styles. some people sit heavily on one side of the spectrum or the other and some sit in the middle using tools from both. Your last point I would like to discuss.... I think people do have a "tipping point" and if they move over that tipping point too fast or too far in either direction they can crash their game. All the examples of just in time have shown it being used masterfully, the DM and players smoothly interacting and seemlessly coming up with a tight narrative. But that often doesn't happen (and most likely won't) when you first start out. I sat through one game where the DM wanted to try it but did not have the improve skills to pull it off. Every action the players took resulted in 15-20 minutes of the DM saying "just wait a minute while I figure out what happens next". Some people do not do improv well (and some people do not know they don't do it well). Even after that time every battle ended up being the equivalent of a wandering monster encounter with no thought going into terrain, environment, objectives, etc. Yet when he pre-planned games he was running great set pieces that were really fun. His "tipping point" was closer to the pre-prepped side of the scale. (This can of coarse change over time, too.) However when you move in the direction of "story-now"and add tools from improv to your gaming tool box it can be of benefit even if you don't go all in on "story-now" style. Just like if you add some pre prepped elements to a purely story now game it can improve how those games run. I suspect it will go the other way too. if someone is very comfortable in story-now and try to go too pre-prep then they will feel it doesn't work for them, maybe it will feel "flat". [/QUOTE]
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