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<blockquote data-quote="aramis erak" data-source="post: 8994909" data-attributes="member: 6779310"><p>Knwoing what exists on the other side of said door isn't a needful thing. See also <em><u>Houses of the Blooded</u></em> and <em><u>Blood and Honor</u></em>. Or even <em><u>Apocalypse World</u></em>. It need not be defined until someone listens at the door. And it need not be determined by the GM.</p><p></p><p>And AWE/PBTA is one of the larger market segments - the GM doesn't provide secrets; the GM provides consequences of failure, and consequences of stalled play. In fact, AW specifically calls out that the GM isn't a source of plot. </p><p></p><p>John Wick is the warped mind behind <em><u>Houses of the Blooded</u></em>, <em><u>Blood and Honor</u></em>, both editions of <em><u>7th Sea</u></em>, <em><u>Legend of the Five Rings</u></em> 1e, L5R CCG, <em><u>Orkworld</u></em>, <em><u>Cat</u></em>, and a number of other kind of out there designs... but he has been an important figure since the mid 1990's in the gaming industry because his big games (7th sea and L5R) both hit at key timeframes and found lasting fanbases. He also was a columnist for Pyramid Magazine (SJG).</p><p></p><p>I've run several minicampaigns that had no secrets -- for there was no prior decision -- the action was declare what you're listening for; on a failure, something other is revealed, but decided at the time, while on a success, the player's stated expectation is true. The role of GM in such play isn't about secrets, but about consequences of failure and calling out violations of genre.</p></blockquote><p></p>
[QUOTE="aramis erak, post: 8994909, member: 6779310"] Knwoing what exists on the other side of said door isn't a needful thing. See also [I][U]Houses of the Blooded[/U][/I] and [I][U]Blood and Honor[/U][/I]. Or even [I][U]Apocalypse World[/U][/I]. It need not be defined until someone listens at the door. And it need not be determined by the GM. And AWE/PBTA is one of the larger market segments - the GM doesn't provide secrets; the GM provides consequences of failure, and consequences of stalled play. In fact, AW specifically calls out that the GM isn't a source of plot. John Wick is the warped mind behind [I][U]Houses of the Blooded[/U][/I], [I][U]Blood and Honor[/U][/I], both editions of [I][U]7th Sea[/U][/I], [I][U]Legend of the Five Rings[/U][/I] 1e, L5R CCG, [I][U]Orkworld[/U][/I], [I][U]Cat[/U][/I], and a number of other kind of out there designs... but he has been an important figure since the mid 1990's in the gaming industry because his big games (7th sea and L5R) both hit at key timeframes and found lasting fanbases. He also was a columnist for Pyramid Magazine (SJG). I've run several minicampaigns that had no secrets -- for there was no prior decision -- the action was declare what you're listening for; on a failure, something other is revealed, but decided at the time, while on a success, the player's stated expectation is true. The role of GM in such play isn't about secrets, but about consequences of failure and calling out violations of genre. [/QUOTE]
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