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Game Design Masterclass: Going Diceless
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<blockquote data-quote="Qixotl" data-source="post: 7979051" data-attributes="member: 7023707"><p>Nope. In that situation the GM just defers to the player's expertise.</p><p>"OK, describe your climb to the top."</p><p>As a player I've described my own cyberpunk hacking attempt because I was more computer-literate than the GM. He listened to the style and tone I set, noted the threats I described avoiding, and brought them back into the narrative at an unexpected moment to challenge me.</p><p></p><p>In Amber the players usually succeed at whatever they try to do, so the narrative is not about "can you succeed at this challenge?". It's about how you go about it. You get mugged in an alley, fine. You can beat them. Do you humiliate them and send them away? Do you subdue them and call the police? Do you outright murder them because you can? Do you wonder why this person is mugging people on the street in the first place? What does your choice reveal about your character?</p></blockquote><p></p>
[QUOTE="Qixotl, post: 7979051, member: 7023707"] Nope. In that situation the GM just defers to the player's expertise. "OK, describe your climb to the top." As a player I've described my own cyberpunk hacking attempt because I was more computer-literate than the GM. He listened to the style and tone I set, noted the threats I described avoiding, and brought them back into the narrative at an unexpected moment to challenge me. In Amber the players usually succeed at whatever they try to do, so the narrative is not about "can you succeed at this challenge?". It's about how you go about it. You get mugged in an alley, fine. You can beat them. Do you humiliate them and send them away? Do you subdue them and call the police? Do you outright murder them because you can? Do you wonder why this person is mugging people on the street in the first place? What does your choice reveal about your character? [/QUOTE]
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Game Design Masterclass: Going Diceless
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