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GM fiat - an illustration
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<blockquote data-quote="AbdulAlhazred" data-source="post: 9625428" data-attributes="member: 82106"><p>I don't know what game does this. PbtA games, which are a pretty common model for Narrativist play, are actually pretty conventional in terms of parsing out responsibility for saying things, and the basic conversational loop. WHAT the GM says, WHY, and the degree to which the game explicates these things, is where the differences with trad play are. </p><p></p><p>So, in a trad mystery the GM authors the mystery. That would include particulars of the crime, suspects, clues, processes for any activities or circumstances not covered by world-governing rules, NPCs and their motives, actions, etc. Your GM might add some details during play where their prep proves inadequate, but things are notionally pre established.</p><p></p><p>In a generic PbtA-ish approach the situation of solving a mystery would arise either as a premise of the game, or a narrative element introduced by the GM to address some question or element of the agenda, such as playing to depict characters as master detectives or some such. </p><p></p><p>Nothing in the later is random. Players probably have moves related to investigation and such. They probably trigger them in the obvious ways, and checks are made, which prompt the GM to present different sorts of evidence or other elements. High rolls probably narrow down the suspect list, low ones likely present problematic evidence, danger, etc. It's even quite possible for the solution to the crime itself to be already established, play is then going to center on how the solving process affects the characters, etc.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 9625428, member: 82106"] I don't know what game does this. PbtA games, which are a pretty common model for Narrativist play, are actually pretty conventional in terms of parsing out responsibility for saying things, and the basic conversational loop. WHAT the GM says, WHY, and the degree to which the game explicates these things, is where the differences with trad play are. So, in a trad mystery the GM authors the mystery. That would include particulars of the crime, suspects, clues, processes for any activities or circumstances not covered by world-governing rules, NPCs and their motives, actions, etc. Your GM might add some details during play where their prep proves inadequate, but things are notionally pre established. In a generic PbtA-ish approach the situation of solving a mystery would arise either as a premise of the game, or a narrative element introduced by the GM to address some question or element of the agenda, such as playing to depict characters as master detectives or some such. Nothing in the later is random. Players probably have moves related to investigation and such. They probably trigger them in the obvious ways, and checks are made, which prompt the GM to present different sorts of evidence or other elements. High rolls probably narrow down the suspect list, low ones likely present problematic evidence, danger, etc. It's even quite possible for the solution to the crime itself to be already established, play is then going to center on how the solving process affects the characters, etc. [/QUOTE]
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