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GM fiat - an illustration
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<blockquote data-quote="AnotherGuy" data-source="post: 9620861" data-attributes="member: 7029930"><p>I just want to say [USER=6696971]@Manbearcat[/USER] you do an excellent analysis on the type of game I most enjoy running, highlighting possible pitfalls, some of which I have experienced myself over the years.</p><p>I have in the last few years being concerned with illusionism, and you have guided me towards embracing gamism and introducing a more player facing game. That approach seems to have worked for my table who are an easy group and trusting of me and the process. I find it is a balancing act between being able to surprise/delight my players with secret backstory unfolding and introducing mechanics which players can utilise to make informed decisions which the table ensures does not upset our immersive experience of the story.</p><p></p><p>One thing though that caught my eye...</p><p></p><p></p><p></p><p>I have used DW mechanics, at your suggestion, for a PC's Nightmare upon almost dying and for a Sorcerer trying to purify himself from a Devil Pact - if you recall;</p><p>BitD mechanics for an exploration quest where they can fill their equipment slots as problems arise;</p><p>I have allowed players to create content for our setting (from NPCs to designing the look of a magical helmet found)</p><p>...etc</p><p></p><p>Is this all part and parcel of the variance you are referring to here?</p></blockquote><p></p>
[QUOTE="AnotherGuy, post: 9620861, member: 7029930"] I just want to say [USER=6696971]@Manbearcat[/USER] you do an excellent analysis on the type of game I most enjoy running, highlighting possible pitfalls, some of which I have experienced myself over the years. I have in the last few years being concerned with illusionism, and you have guided me towards embracing gamism and introducing a more player facing game. That approach seems to have worked for my table who are an easy group and trusting of me and the process. I find it is a balancing act between being able to surprise/delight my players with secret backstory unfolding and introducing mechanics which players can utilise to make informed decisions which the table ensures does not upset our immersive experience of the story. One thing though that caught my eye... I have used DW mechanics, at your suggestion, for a PC's Nightmare upon almost dying and for a Sorcerer trying to purify himself from a Devil Pact - if you recall; BitD mechanics for an exploration quest where they can fill their equipment slots as problems arise; I have allowed players to create content for our setting (from NPCs to designing the look of a magical helmet found) ...etc Is this all part and parcel of the variance you are referring to here? [/QUOTE]
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