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General Tabletop Discussion
*TTRPGs General
Giving players narrative control: good bad or indifferent?
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<blockquote data-quote="Imaro" data-source="post: 5719194" data-attributes="member: 48965"><p>You know the more I think about this, the more I feel the "slippery slope" question is actually important to this discussion and shouldn't necessarily be skipped over...</p><p> </p><p>So I'm curious of those people claiming that you should keep things vague and open... does this always apply. I mean if you've mapped out a dungeon and a player wants to find a forgotten cavern that leads to the end of it... do you let him? Or do you just never have anything that is concerretely defined in the world? If not how do you dedcide what is and what isn't open to narrative control by the players, and how do you communicate this to them? </p><p> </p><p>As to my own preferences, I tend to prefer this only in games with explicit mechanics that facilitate it (like drama points in Angel or Survival Points in Dead of Night)... because the cost, extent and limitations of narrative control are defined and the players know up front what they can and can't accomplish with narrative control (as well as everyone being on the same page as far as this is concerned.). I feel like when this is done with games like D&D you are either playing "Mother may I" with the GM and his expectations of what's reasonable for you to change...and/or existing in a world where things are not solidly defined.</p></blockquote><p></p>
[QUOTE="Imaro, post: 5719194, member: 48965"] You know the more I think about this, the more I feel the "slippery slope" question is actually important to this discussion and shouldn't necessarily be skipped over... So I'm curious of those people claiming that you should keep things vague and open... does this always apply. I mean if you've mapped out a dungeon and a player wants to find a forgotten cavern that leads to the end of it... do you let him? Or do you just never have anything that is concerretely defined in the world? If not how do you dedcide what is and what isn't open to narrative control by the players, and how do you communicate this to them? As to my own preferences, I tend to prefer this only in games with explicit mechanics that facilitate it (like drama points in Angel or Survival Points in Dead of Night)... because the cost, extent and limitations of narrative control are defined and the players know up front what they can and can't accomplish with narrative control (as well as everyone being on the same page as far as this is concerned.). I feel like when this is done with games like D&D you are either playing "Mother may I" with the GM and his expectations of what's reasonable for you to change...and/or existing in a world where things are not solidly defined. [/QUOTE]
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