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<blockquote data-quote="hawkeyefan" data-source="post: 9625687" data-attributes="member: 6785785"><p>No… the notes aren’t the metaphor. That’s what is actually happening. This is what we’ve been trying to explain to you. The game is players sitting about a table and talking (or online and talking, whatever). The goal of this scenario is to “solve the mystery”, which the players do by learning what the GM decided has happened. </p><p></p><p>That’s not a metaphor for play… that’s the actual description of play.</p><p></p><p></p><p></p><p>Okay… what are those things? “Vibrant” and “organic” here are metaphors. For what? </p><p></p><p>Acting in character? What else? </p><p></p><p></p><p></p><p>The only one who has mentioned sandboxes or living worlds so far is you. </p><p></p><p></p><p></p><p>Yeah, because you are mistaking the illusion of cause and effect for actual cause and effect. Deciding weeks before play you're totally unbound by cause and effect. The mystery is constructed however you want and you are shaping all the “facts”. </p><p></p><p>You create the facts of the case, and then make them fit into some sense of cause and effect. Same as I may do during play. </p><p></p><p></p><p></p><p>The same as when you “solved” the mystery by creating it. There’s a mystery in the fictional world of the game… and it’s “solved” by determining the culprit. </p><p></p><p></p><p></p><p>So I can declare “I go to Mordor and cast the ring into Mount Doom” and that’s all it takes, huh? What game works like this?</p><p></p><p></p><p></p><p>Because your idea of an action declaration is silly.</p><p></p><p></p><p></p><p>So a lot of starting lore of the game is going to come from what the players offer during the first session of play. The GM is going to walk them through a typical day and ask them tons of questions to flesh out their hold. That’ll form the basis of his prep. He may offer ideas of his own, too, in the course of this first session. </p><p></p><p>Then, after the first session, he takes all that info and he comes up with some possible threats. Generally speaking, the GM isn’t going to take an idea introduced by a player… that there’s an NPC named Sludge who lives in Krumptown… and say they’re destroyed before play begins. Why do that? </p><p></p><p>It’d make far more sense to set up a threat and perhaps before the threat comes to their hold, it hits Krumptown first. So this would seem to be something that would happen as a GM move advancing a threat clock.</p></blockquote><p></p>
[QUOTE="hawkeyefan, post: 9625687, member: 6785785"] No… the notes aren’t the metaphor. That’s what is actually happening. This is what we’ve been trying to explain to you. The game is players sitting about a table and talking (or online and talking, whatever). The goal of this scenario is to “solve the mystery”, which the players do by learning what the GM decided has happened. That’s not a metaphor for play… that’s the actual description of play. Okay… what are those things? “Vibrant” and “organic” here are metaphors. For what? Acting in character? What else? The only one who has mentioned sandboxes or living worlds so far is you. Yeah, because you are mistaking the illusion of cause and effect for actual cause and effect. Deciding weeks before play you're totally unbound by cause and effect. The mystery is constructed however you want and you are shaping all the “facts”. You create the facts of the case, and then make them fit into some sense of cause and effect. Same as I may do during play. The same as when you “solved” the mystery by creating it. There’s a mystery in the fictional world of the game… and it’s “solved” by determining the culprit. So I can declare “I go to Mordor and cast the ring into Mount Doom” and that’s all it takes, huh? What game works like this? Because your idea of an action declaration is silly. So a lot of starting lore of the game is going to come from what the players offer during the first session of play. The GM is going to walk them through a typical day and ask them tons of questions to flesh out their hold. That’ll form the basis of his prep. He may offer ideas of his own, too, in the course of this first session. Then, after the first session, he takes all that info and he comes up with some possible threats. Generally speaking, the GM isn’t going to take an idea introduced by a player… that there’s an NPC named Sludge who lives in Krumptown… and say they’re destroyed before play begins. Why do that? It’d make far more sense to set up a threat and perhaps before the threat comes to their hold, it hits Krumptown first. So this would seem to be something that would happen as a GM move advancing a threat clock. [/QUOTE]
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