Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*TTRPGs General
Giving players narrative control: good bad or indifferent?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Ahnehnois" data-source="post: 5719099" data-attributes="member: 17106"><p>I'm all about giving the players narrative control and trying to reduce the power distance between DM and player.</p><p></p><p>The DM is responsible for staying true to the setting and maintaining verisimilitude, but I don't think this is usually that hard.</p><p></p><p>Personally, I'm a fan of the Cortex system (Serenity, BSG, etc.), which explicitly gives this sort of control to the players by letting them offer action points as a bribe to the DM in order for him to introduce favorable plot elements (and rewards the players with action points if they introduce new challenges for themselves).</p><p></p><p>In the above example, I think it's easy to imagine a way that the player's suggestion could be fruitful. Compare the player's knowledge to the villain's. There could be a hidden alleyway, a network of mages with teleportation portals, or a yearly parade that the villain didn't know would cross his path. Even to the extent that this seems narrativistic at the expense of simulation, who is to say that the DM's map is the best and most realistic reality you could be playing in? Having multiple sources of input into setting elements enhances verisimilitude in my mind, because the real world is not the product of a single mind. The DM's job is to, in a split second, judge the merits of such a suggestion from the player, and whether it seems purely self-serving for that player or whether it actually <em>makes sense</em> that local knowledge could yield a better route. It's not an easy job, but that's why we get paid the big bucks.</p><p></p><p>Hey, wait a second...</p></blockquote><p></p>
[QUOTE="Ahnehnois, post: 5719099, member: 17106"] I'm all about giving the players narrative control and trying to reduce the power distance between DM and player. The DM is responsible for staying true to the setting and maintaining verisimilitude, but I don't think this is usually that hard. Personally, I'm a fan of the Cortex system (Serenity, BSG, etc.), which explicitly gives this sort of control to the players by letting them offer action points as a bribe to the DM in order for him to introduce favorable plot elements (and rewards the players with action points if they introduce new challenges for themselves). In the above example, I think it's easy to imagine a way that the player's suggestion could be fruitful. Compare the player's knowledge to the villain's. There could be a hidden alleyway, a network of mages with teleportation portals, or a yearly parade that the villain didn't know would cross his path. Even to the extent that this seems narrativistic at the expense of simulation, who is to say that the DM's map is the best and most realistic reality you could be playing in? Having multiple sources of input into setting elements enhances verisimilitude in my mind, because the real world is not the product of a single mind. The DM's job is to, in a split second, judge the merits of such a suggestion from the player, and whether it seems purely self-serving for that player or whether it actually [I]makes sense[/I] that local knowledge could yield a better route. It's not an easy job, but that's why we get paid the big bucks. Hey, wait a second... [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Giving players narrative control: good bad or indifferent?
Top