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<blockquote data-quote="SabreCat" data-source="post: 5096288" data-attributes="member: 76245"><p>I think if you start with this sort of mechanic in play from the outset, it does change the tone and expectations of the game. People are capable of changing roles and perspectives mid-stream; they do it all the time already, just going from in-character to out-of-character and back. When you've got an element of narrative control from the outset, people can slide back and forth from "make the story more fun" to "win the battle."</p><p></p><p>In my game, with a similar seize-narrative-control structure, players have introduced nasty new monsters and hazards to combats, turned allies into enemies, etc. Other players groan and give the person in question a good-natured hard time about it... but then they carry on with the battle and later laugh about "that time when Lahktar made those crocodiles show up, God." You can appreciate both challenge-tackling and story-twisting in the same game, they're not at odds.</p><p></p><p>That said, it is important to set expectations early. Introducing such a thing to a campaign midway could be rocky if it wasn't part of the game's culture already.</p></blockquote><p></p>
[QUOTE="SabreCat, post: 5096288, member: 76245"] I think if you start with this sort of mechanic in play from the outset, it does change the tone and expectations of the game. People are capable of changing roles and perspectives mid-stream; they do it all the time already, just going from in-character to out-of-character and back. When you've got an element of narrative control from the outset, people can slide back and forth from "make the story more fun" to "win the battle." In my game, with a similar seize-narrative-control structure, players have introduced nasty new monsters and hazards to combats, turned allies into enemies, etc. Other players groan and give the person in question a good-natured hard time about it... but then they carry on with the battle and later laugh about "that time when Lahktar made those crocodiles show up, God." You can appreciate both challenge-tackling and story-twisting in the same game, they're not at odds. That said, it is important to set expectations early. Introducing such a thing to a campaign midway could be rocky if it wasn't part of the game's culture already. [/QUOTE]
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