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<blockquote data-quote="Bastoche" data-source="post: 2757780" data-attributes="member: 306"><p>No no no. Things are created ahead of time but with the very specific purpose of providing opportuniities to make choices and not for the purpose of "making a credible world". The universe does not exists because it *does* and the more "pre-defined" it is, the more options the players have. It exists for the sole purpose of giving options to players! The point is that what the world *is* is irrelevant to "fun" so it can be made on the fly as we evolve in it (and keeping record of it for "further" comprehensivness and/or credibility. So my point is that making a dungeon crawling "plot" is not facilitating the sort of play I'm suggesting. An example for a facilitating encounter would be in my family feud dispute example any NPC (or discovery of records) that would lead the PCs to learn that the dutyful way and the loyal (to family) way are opposite sides of a single coin. It assumes the player provides background/character build up to encourage such instances of play/creation of encounters. Hope it clarifies. </p><p></p><p></p><p></p><p>The fact that they know it or not is irrelevant in the 2 styles of play I'm discussing about here. In the first example (the "challenging" way) they are <em>expecting</em> it because that's what makes the game fun for them. In the second case, "what is going on there" is "any situation that prompt significant choices". And my defintion of "significant" is synonymous to "inner conflict" (to the player or group of players). </p><p></p><p></p><p></p><p>I am of the opinion that it should be irrelevant from what point of view we are looking. The DM in fact is "just another player" in the sense that he should also be playing the same game as the others (i.e. use the same rules that may or may not grant him priviledges like dice fudging). He has a different <em>role</em> in the game, that's for sure but he's a player nonetheless. If I told you I was speaking as a DM, what would not make sense?</p><p></p><p>EDIT: I want to add something about that DM's stance vs the player's. The distinction is important for one reason. In you're way to run things, the DM's "imaginary universe" includes many features that the players are not aware of and may never be aware of. These parts IMO are NOT part of the game. They're like the hotels in monopoly that aren't built yet and remains in the bag. The "game" is what is shared by all the players and the DM (or agruably at least between one of the player and the DM for solo part or witheld info among (against?) other players. The rest does not "exists" until it is actually "encountered".</p></blockquote><p></p>
[QUOTE="Bastoche, post: 2757780, member: 306"] No no no. Things are created ahead of time but with the very specific purpose of providing opportuniities to make choices and not for the purpose of "making a credible world". The universe does not exists because it *does* and the more "pre-defined" it is, the more options the players have. It exists for the sole purpose of giving options to players! The point is that what the world *is* is irrelevant to "fun" so it can be made on the fly as we evolve in it (and keeping record of it for "further" comprehensivness and/or credibility. So my point is that making a dungeon crawling "plot" is not facilitating the sort of play I'm suggesting. An example for a facilitating encounter would be in my family feud dispute example any NPC (or discovery of records) that would lead the PCs to learn that the dutyful way and the loyal (to family) way are opposite sides of a single coin. It assumes the player provides background/character build up to encourage such instances of play/creation of encounters. Hope it clarifies. The fact that they know it or not is irrelevant in the 2 styles of play I'm discussing about here. In the first example (the "challenging" way) they are [i]expecting[/i] it because that's what makes the game fun for them. In the second case, "what is going on there" is "any situation that prompt significant choices". And my defintion of "significant" is synonymous to "inner conflict" (to the player or group of players). I am of the opinion that it should be irrelevant from what point of view we are looking. The DM in fact is "just another player" in the sense that he should also be playing the same game as the others (i.e. use the same rules that may or may not grant him priviledges like dice fudging). He has a different [i]role[/i] in the game, that's for sure but he's a player nonetheless. If I told you I was speaking as a DM, what would not make sense? EDIT: I want to add something about that DM's stance vs the player's. The distinction is important for one reason. In you're way to run things, the DM's "imaginary universe" includes many features that the players are not aware of and may never be aware of. These parts IMO are NOT part of the game. They're like the hotels in monopoly that aren't built yet and remains in the bag. The "game" is what is shared by all the players and the DM (or agruably at least between one of the player and the DM for solo part or witheld info among (against?) other players. The rest does not "exists" until it is actually "encountered". [/QUOTE]
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