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Giving players narrative control: good bad or indifferent?
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<blockquote data-quote="Mort" data-source="post: 5720277" data-attributes="member: 762"><p>The original begining to the respons was meant to be a bit over the top in response to BryanD's post. I felt it was a little to confrontational and did not add enough to the topic, so I edited it out when reposting.</p><p></p><p></p><p></p><p>I'm not so sure the two are as different as you present them. The character is still making in character decisions - it's just that the player has a greater than 0% influence on whether he can infuence the setting re: those decisions. And frankly all I've been talking about here is the ability for the player to infuence a situation where the DM has not set things firmly in stone - It's just that rather then the DM coming up with an explanation, the player does.</p><p></p><p></p><p></p><p></p><p>I think you have a valid point re: setting details that are known. If I walk into a room that is fully realised (the DM has already described it and stated what I said is what you get etc.) I need a candle stick, there is no candle stick - but I use a fate point to suddently "find" a candle stick - that can certainly be a distraction. And I can easily see how that's not to many people's tastes.</p><p></p><p></p><p></p><p></p><p>Yes. and sometimes the DM does not fully describe or give enough of a situation/setting - the player wants more out of it. If the DM lets the player add that "more" himself it can really be a win/win.</p><p></p><p>Though certainly, as with much else, this is a taste issue. You've already stated that this interferes with your world and setting enjoyment - so clearly this should be brought up ahead of time in any campaign to make sure players are on the same page.</p><p></p><p></p><p></p><p>It does not assume that no setting exists outside of the characters, far from it. It assumes that the setting cannot be <strong>fully</strong> known or experienced until the characters interact with it because it is constantly changing (as real worlds are wont to do).</p><p></p><p>The players seeing a living, breathing world, one that looks like it will move forward regardless of their presense in it, is great. One way to accomplish this is with small details that change. </p><p></p><p>For example the villain is fleeing down the most direct path but - there just so happens to be a fruit vender there that will force him to veer and cost valuable time. The PC uses this opportunity to gain ground on/catch the villain (through an alternate path or using the roofs, or whatever). </p><p></p><p>The cart is a small detail - the question at hand (as I see it) is: Does only the DM have the right to place the cart? Or does he let the players (under certain conditions) place the cart as well?</p><p></p><p>Spelling it out like that, I can see how some people can be rubbed the wrong way. In many minds either the DM puts the fruit cart there or nobody; the players role as the character is to chase the villain and hope to catch him, using the environment as presented the characters best ability.</p><p></p><p>Ultimately <strong>I</strong> prefer to let the player have a say here, but yes it's clearly a YMMV situation.</p></blockquote><p></p>
[QUOTE="Mort, post: 5720277, member: 762"] The original begining to the respons was meant to be a bit over the top in response to BryanD's post. I felt it was a little to confrontational and did not add enough to the topic, so I edited it out when reposting. I'm not so sure the two are as different as you present them. The character is still making in character decisions - it's just that the player has a greater than 0% influence on whether he can infuence the setting re: those decisions. And frankly all I've been talking about here is the ability for the player to infuence a situation where the DM has not set things firmly in stone - It's just that rather then the DM coming up with an explanation, the player does. I think you have a valid point re: setting details that are known. If I walk into a room that is fully realised (the DM has already described it and stated what I said is what you get etc.) I need a candle stick, there is no candle stick - but I use a fate point to suddently "find" a candle stick - that can certainly be a distraction. And I can easily see how that's not to many people's tastes. Yes. and sometimes the DM does not fully describe or give enough of a situation/setting - the player wants more out of it. If the DM lets the player add that "more" himself it can really be a win/win. Though certainly, as with much else, this is a taste issue. You've already stated that this interferes with your world and setting enjoyment - so clearly this should be brought up ahead of time in any campaign to make sure players are on the same page. It does not assume that no setting exists outside of the characters, far from it. It assumes that the setting cannot be [b]fully[/b] known or experienced until the characters interact with it because it is constantly changing (as real worlds are wont to do). The players seeing a living, breathing world, one that looks like it will move forward regardless of their presense in it, is great. One way to accomplish this is with small details that change. For example the villain is fleeing down the most direct path but - there just so happens to be a fruit vender there that will force him to veer and cost valuable time. The PC uses this opportunity to gain ground on/catch the villain (through an alternate path or using the roofs, or whatever). The cart is a small detail - the question at hand (as I see it) is: Does only the DM have the right to place the cart? Or does he let the players (under certain conditions) place the cart as well? Spelling it out like that, I can see how some people can be rubbed the wrong way. In many minds either the DM puts the fruit cart there or nobody; the players role as the character is to chase the villain and hope to catch him, using the environment as presented the characters best ability. Ultimately [b]I[/b] prefer to let the player have a say here, but yes it's clearly a YMMV situation. [/QUOTE]
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