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GM fiat - an illustration
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<blockquote data-quote="thefutilist" data-source="post: 9618203" data-attributes="member: 7044566"><p>I consider <strong>No-myth + fail forward </strong>as an entirely different mode to <strong>situation play + conflict resolution.</strong></p><p></p><p></p><p>I got back into role-playing about 2007 and started using no-myth + fail forward to what was essentially genre sim. I played with different groups and spent maybe 2010 to about 2019 doing the more narrative version of no-myth. I never found it that satisfying, there were great moment but really expressive play seemed just out of reach.</p><p></p><p>The switch to situation play involved a reorientation towards the medium, a change in my creative relationship toward other players, a change in in what the purpose of play was and a change in how I 'read/interpreted' the fiction. So pretty big stuff.</p><p></p><p>It might sound strange but that switch in perspective carries over into all sorts of games, it's not just a mechanical thing. How I approach In A Wicked Age and The Quiet year, was very different. My approach to rules texts changed, I used to be in the camp of 'these are rules, follow them to get the required play experience' now I don't think that way at all.</p><p></p><p>I don't know if it was 'just' the switch to situation play that caused all this but it gave me a new metric of judgement to apply to all the other stuff.</p></blockquote><p></p>
[QUOTE="thefutilist, post: 9618203, member: 7044566"] I consider [B]No-myth + fail forward [/B]as an entirely different mode to [B]situation play + conflict resolution.[/B] I got back into role-playing about 2007 and started using no-myth + fail forward to what was essentially genre sim. I played with different groups and spent maybe 2010 to about 2019 doing the more narrative version of no-myth. I never found it that satisfying, there were great moment but really expressive play seemed just out of reach. The switch to situation play involved a reorientation towards the medium, a change in my creative relationship toward other players, a change in in what the purpose of play was and a change in how I 'read/interpreted' the fiction. So pretty big stuff. It might sound strange but that switch in perspective carries over into all sorts of games, it's not just a mechanical thing. How I approach In A Wicked Age and The Quiet year, was very different. My approach to rules texts changed, I used to be in the camp of 'these are rules, follow them to get the required play experience' now I don't think that way at all. I don't know if it was 'just' the switch to situation play that caused all this but it gave me a new metric of judgement to apply to all the other stuff. [/QUOTE]
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