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General Tabletop Discussion
*TTRPGs General
Giving players narrative control: good bad or indifferent?
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<blockquote data-quote="JamesonCourage" data-source="post: 5724251" data-attributes="member: 6668292"><p>Let me can take a crack at this, too, if you don't mind.</p><p></p><p></p><p>Yes, of course, but this, to me, if similar to character generation, when you choose aspects about your character mechanically, as well. These things are chosen not from a character standpoint. There's no point when "exploring things in-game" is a real option, so it doesn't trump player narrative control (which is more like player influence when I run games).</p><p></p><p></p><p>If it's not covered, it's all up to me as the GM. A player can say, "I had this in mind," but if it's not written down, they know that it gets cleared through me, and that I have complete veto power. I'm willing to work with players, and if they said, "I assume I have family in my hometown" I have no real reason to deny that to them, most of the time. It's kind of an implied part of chargen, in my mind.</p><p></p><p></p><p>Like we've discussed before at some length (maybe that's why you didn't ask me this!), I would make a judgment call on what I think the pirate would do. What got him into this? What are his motivations? What kind of man is he? Then, I'd decide on how he'd react. If it's something he'd consider, then he'd be willing to negotiate. If it's something he'd love to do, he'd accept. It just depends.</p><p></p><p>Just my views on it. As always, play what you like <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="JamesonCourage, post: 5724251, member: 6668292"] Let me can take a crack at this, too, if you don't mind. Yes, of course, but this, to me, if similar to character generation, when you choose aspects about your character mechanically, as well. These things are chosen not from a character standpoint. There's no point when "exploring things in-game" is a real option, so it doesn't trump player narrative control (which is more like player influence when I run games). If it's not covered, it's all up to me as the GM. A player can say, "I had this in mind," but if it's not written down, they know that it gets cleared through me, and that I have complete veto power. I'm willing to work with players, and if they said, "I assume I have family in my hometown" I have no real reason to deny that to them, most of the time. It's kind of an implied part of chargen, in my mind. Like we've discussed before at some length (maybe that's why you didn't ask me this!), I would make a judgment call on what I think the pirate would do. What got him into this? What are his motivations? What kind of man is he? Then, I'd decide on how he'd react. If it's something he'd consider, then he'd be willing to negotiate. If it's something he'd love to do, he'd accept. It just depends. Just my views on it. As always, play what you like :) [/QUOTE]
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