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General Tabletop Discussion
*TTRPGs General
Giving players narrative control: good bad or indifferent?
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<blockquote data-quote="Umbran" data-source="post: 5720051" data-attributes="member: 177"><p>Given that some found it important that there be differentiation between the actions of the character and the actions of the player in this discussion, we should perhaps strive to be consistent. This isn't the world lowering the bar. The world is not taking an action. The GM is making a choice. If the GM does so consistently, always to the same level, then bar is not "constantly lowering", it is staying constantly in the same place. </p><p></p><p>"Heroic" has many meanings, and there are many standards for heroism. In terms of the sci-fi and fantasy genres, "heroic fiction" has a particular meaning that differs from what we consider "heroic" in the real world. Characters in heroic fiction pull off feats that simply aren't possible in the real world - see the film "The Last Action Hero" for some explication on that front. Some of the tropes of heroic fiction call for GM assistance to pull off - allowing the player to have some authorial control is one form of assistance that can often help.</p></blockquote><p></p>
[QUOTE="Umbran, post: 5720051, member: 177"] Given that some found it important that there be differentiation between the actions of the character and the actions of the player in this discussion, we should perhaps strive to be consistent. This isn't the world lowering the bar. The world is not taking an action. The GM is making a choice. If the GM does so consistently, always to the same level, then bar is not "constantly lowering", it is staying constantly in the same place. "Heroic" has many meanings, and there are many standards for heroism. In terms of the sci-fi and fantasy genres, "heroic fiction" has a particular meaning that differs from what we consider "heroic" in the real world. Characters in heroic fiction pull off feats that simply aren't possible in the real world - see the film "The Last Action Hero" for some explication on that front. Some of the tropes of heroic fiction call for GM assistance to pull off - allowing the player to have some authorial control is one form of assistance that can often help. [/QUOTE]
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Giving players narrative control: good bad or indifferent?
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