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GM fiat - an illustration
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<blockquote data-quote="pemerton" data-source="post: 9632608" data-attributes="member: 42582"><p>That's a generous thing to say!</p><p></p><p>If there is something prepared - GM's notes, a module, etc - then there is an artefact (a document or collection of documents/papers) that exists.</p><p></p><p>There is also, perhaps, a <em>plan</em> that exists (as an abstract object). That might depend on the nature of the prep.</p><p></p><p>But there is no <em>shared fiction</em> until play actually takes place. And I don't think a bit of shared fiction is less "objective" because it is settled on <em>now</em> rather than is the result of a plan that was made <em>then</em>.</p><p></p><p>To me, the relevance of prep is really about <em>why</em>, and <em>what for</em>? Apocalypse World is very clear about this: prep is done between sessions, so that there is time to think it through and write it up; and the purpose of prep is to give the GM interesting things to say (soft moves and hard moves) - I had a back-and-forth upthread about this with [USER=6790260]@EzekielRaiden[/USER]. (See post 1740, and the posts that precede that via quoting.)</p><p></p><p>In Prince Valiant - the system in which I ran "The Blue Cloak", a fairly simple mystery that I posted about upthread - preparation is generally about coming up with a <em>scene</em> or <em>situation</em>. Because the default PC in Prince Valiant is a knight errant, all a situation needs is a hook for that errantry: and that's what a good Prince Valiant episode provides.</p><p></p><p>In the case of the Cthulhu Dark session that I've spoken about in this thread, there wasn't any prep: the players established their PCs' raisons d'etre, and I used those as a starting point to then frame scenes/situations. And for making moves, I didn't need any prep because I drew on the elements that were in the scenes and situations plus tropes and genre (eg the lycanthrope stuff). In this respect, I think a one-shot is different from a game like AW that is meant to be played, and to unfold, over multiple sessions.</p></blockquote><p></p>
[QUOTE="pemerton, post: 9632608, member: 42582"] That's a generous thing to say! If there is something prepared - GM's notes, a module, etc - then there is an artefact (a document or collection of documents/papers) that exists. There is also, perhaps, a [I]plan[/I] that exists (as an abstract object). That might depend on the nature of the prep. But there is no [I]shared fiction[/I] until play actually takes place. And I don't think a bit of shared fiction is less "objective" because it is settled on [I]now[/I] rather than is the result of a plan that was made [I]then[/I]. To me, the relevance of prep is really about [I]why[/I], and [I]what for[/I]? Apocalypse World is very clear about this: prep is done between sessions, so that there is time to think it through and write it up; and the purpose of prep is to give the GM interesting things to say (soft moves and hard moves) - I had a back-and-forth upthread about this with [USER=6790260]@EzekielRaiden[/USER]. (See post 1740, and the posts that precede that via quoting.) In Prince Valiant - the system in which I ran "The Blue Cloak", a fairly simple mystery that I posted about upthread - preparation is generally about coming up with a [I]scene[/I] or [I]situation[/I]. Because the default PC in Prince Valiant is a knight errant, all a situation needs is a hook for that errantry: and that's what a good Prince Valiant episode provides. In the case of the Cthulhu Dark session that I've spoken about in this thread, there wasn't any prep: the players established their PCs' raisons d'etre, and I used those as a starting point to then frame scenes/situations. And for making moves, I didn't need any prep because I drew on the elements that were in the scenes and situations plus tropes and genre (eg the lycanthrope stuff). In this respect, I think a one-shot is different from a game like AW that is meant to be played, and to unfold, over multiple sessions. [/QUOTE]
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