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GMing: A D4 of Design-Run-Discuss-Reshape to Kick Off a Campaign
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<blockquote data-quote="chaochou" data-source="post: 8102250" data-attributes="member: 99817"><p>I think an absolute necessity when 'playing to find out' is that the the players are the source of their character's protagonism.</p><p></p><p>Plot hooks from the GM are not it. That's the GM assuming protagonism of the character in order to run their railroad.</p><p></p><p>When playing to find out what happens - in the sense that was written by Vincent Baker in Apocalypse World, the player has to be the one with authorial control of their character goals.</p><p></p><p>And they can change them whenever they choose - it's not a one and done thing, they can be driven by one thing, and the character can change and have an epiphany and want something totally different.</p><p></p><p>I notice that the OP includes 'character creation and the player write a number of goals, some secret' as part of the described play loop. I don't agree that anything needs to be secret. That's an option. But player-created goals are not optional within this style. They are central - both to driving play forward and ensuring GMs don't try to assume control of the content of the game. I think that element should be given greater prominence within the OP.</p></blockquote><p></p>
[QUOTE="chaochou, post: 8102250, member: 99817"] I think an absolute necessity when 'playing to find out' is that the the players are the source of their character's protagonism. Plot hooks from the GM are not it. That's the GM assuming protagonism of the character in order to run their railroad. When playing to find out what happens - in the sense that was written by Vincent Baker in Apocalypse World, the player has to be the one with authorial control of their character goals. And they can change them whenever they choose - it's not a one and done thing, they can be driven by one thing, and the character can change and have an epiphany and want something totally different. I notice that the OP includes 'character creation and the player write a number of goals, some secret' as part of the described play loop. I don't agree that anything needs to be secret. That's an option. But player-created goals are not optional within this style. They are central - both to driving play forward and ensuring GMs don't try to assume control of the content of the game. I think that element should be given greater prominence within the OP. [/QUOTE]
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