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Giving players narrative control: good bad or indifferent?
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<blockquote data-quote="Jhaelen" data-source="post: 5728057" data-attributes="member: 46713"><p>Thanks for pointing out this article - I hadn't noticed the link before.</p><p></p><p>After reading the article what I'm finding is that I apparently didn't have a clue what 'narrative control' actually means <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><p></p><p>In our games there's no 'narration sharing' as described in the article. If I understand it correctly, as a DM I never actually give up my 'background authority'. What I'm doing is best described by using the following paragraph from the article as a starting point:</p><p>I bolded the interesting bits.</p><p>When I'm preparing a dungeon, I only prepare a bare skeleton, amending and expanding as much as possible during play. But how I amend and expand on these bare bones is guided by my players' actions and what they seem to be most interested in.</p><p></p><p>The following example is also interesting:</p><p>I have been asking that question, too. Except I ask it before starting a campaign and sometimes in between adventures. And naturally, I don't always grant the players' wishes <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>(as an aside: In 4e I've also used item wishlists. But just because an item is on a list doesn't mean, they'll ever find it. Instead it's just a way to find out what kind of items they're interested in and pick something similar when a good opportunity presents itself, i.e. when they encounter an enemy that seems likely to use something like it).</p><p></p><p>The following paragraph is close to what I've been doing:</p><p>Now, the important difference here is that my players wouldn't get to (consciously) decide about the nature of the high command. Instead, when preparing for the session I think about parameters that must be met and kinds of action that would lead to the high command having purpose A, B, or C. During play parameters or purposes I didn't think of may be added because of my players' ideas or actions.</p><p></p><p>In a way this is an extension of the idea that is the basis for the '(Expedition to) Castle Ravenloft' adventure module's 'Fortune Deck'. In case you haven't heard of it:</p><p>There's a certain point in the adventure when the pcs get a Fortune Reading that is supposed to be played out using a set of cards. Each of the cards that are drawn in this reading defines a certain aspect of the adventure, e.g. where certain artifacts can be found, at what locations certain rituals have to be performed, etc.</p><p>The module (or at least its 3e version) also doesn't define what Strahd's (the BBEG) goals and motives are. Instead it presents several options.</p><p></p><p>Now my twist is simply that I don't decide on a goal right away and don't determine randomly where the key mcguffins or locations are. Instead I leave it open as long as possible to take my players' interests into account.</p><p></p><p>What I don't get about [MENTION=48965]Imaro[/MENTION]'s replies: Why is it a bad thing to make a background decision during play as opposed to during preparation?</p><p></p><p>Take the following example:</p><p>Say, I prepare a dungeon featuring two opposing factions, like a clan of orcs and a band of hob-goblins. Now during preparation I decide that the orcs (being chaotic evil and all) would never form an alliance with the pcs, while the hob-goblins could become (temporary) allies, if the pcs succeed in a skill challenge featuring skills A, B, and C.</p><p></p><p>If I understand Imaro's position correctly, that's perfectly fine.</p><p></p><p>Now why is it suddenly a bad thing if I don't decide right away that the orcs could never become allies? And why is it bad if I decide during play, that skill D could also be used in the skill challenge because the player has a great idea and describes his pc's actions convincingly?</p><p></p><p>How can this not lead to the players having more options (and thus freedom)?</p><p></p><p>And what I find utterly mind-boggling:</p><p>How can it be railroading if I decide during play that the pcs can actually convince the orcs to become their allies because of brilliant roleplaying and lucky dice rolls?</p></blockquote><p></p>
[QUOTE="Jhaelen, post: 5728057, member: 46713"] Thanks for pointing out this article - I hadn't noticed the link before. After reading the article what I'm finding is that I apparently didn't have a clue what 'narrative control' actually means :) In our games there's no 'narration sharing' as described in the article. If I understand it correctly, as a DM I never actually give up my 'background authority'. What I'm doing is best described by using the following paragraph from the article as a starting point: I bolded the interesting bits. When I'm preparing a dungeon, I only prepare a bare skeleton, amending and expanding as much as possible during play. But how I amend and expand on these bare bones is guided by my players' actions and what they seem to be most interested in. The following example is also interesting: I have been asking that question, too. Except I ask it before starting a campaign and sometimes in between adventures. And naturally, I don't always grant the players' wishes ;) (as an aside: In 4e I've also used item wishlists. But just because an item is on a list doesn't mean, they'll ever find it. Instead it's just a way to find out what kind of items they're interested in and pick something similar when a good opportunity presents itself, i.e. when they encounter an enemy that seems likely to use something like it). The following paragraph is close to what I've been doing: Now, the important difference here is that my players wouldn't get to (consciously) decide about the nature of the high command. Instead, when preparing for the session I think about parameters that must be met and kinds of action that would lead to the high command having purpose A, B, or C. During play parameters or purposes I didn't think of may be added because of my players' ideas or actions. In a way this is an extension of the idea that is the basis for the '(Expedition to) Castle Ravenloft' adventure module's 'Fortune Deck'. In case you haven't heard of it: There's a certain point in the adventure when the pcs get a Fortune Reading that is supposed to be played out using a set of cards. Each of the cards that are drawn in this reading defines a certain aspect of the adventure, e.g. where certain artifacts can be found, at what locations certain rituals have to be performed, etc. The module (or at least its 3e version) also doesn't define what Strahd's (the BBEG) goals and motives are. Instead it presents several options. Now my twist is simply that I don't decide on a goal right away and don't determine randomly where the key mcguffins or locations are. Instead I leave it open as long as possible to take my players' interests into account. What I don't get about [MENTION=48965]Imaro[/MENTION]'s replies: Why is it a bad thing to make a background decision during play as opposed to during preparation? Take the following example: Say, I prepare a dungeon featuring two opposing factions, like a clan of orcs and a band of hob-goblins. Now during preparation I decide that the orcs (being chaotic evil and all) would never form an alliance with the pcs, while the hob-goblins could become (temporary) allies, if the pcs succeed in a skill challenge featuring skills A, B, and C. If I understand Imaro's position correctly, that's perfectly fine. Now why is it suddenly a bad thing if I don't decide right away that the orcs could never become allies? And why is it bad if I decide during play, that skill D could also be used in the skill challenge because the player has a great idea and describes his pc's actions convincingly? How can this not lead to the players having more options (and thus freedom)? And what I find utterly mind-boggling: How can it be railroading if I decide during play that the pcs can actually convince the orcs to become their allies because of brilliant roleplaying and lucky dice rolls? [/QUOTE]
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