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GMing: A D4 of Design-Run-Discuss-Reshape to Kick Off a Campaign
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<blockquote data-quote="hawkeyefan" data-source="post: 8103831" data-attributes="member: 6785785"><p>It does, and I do think any conflict we're having is likely more to do with jargon than with any actual disagreement. I get Play to Find Out as a principle of play per Vincent Baker, and I think it's a great approach.</p><p></p><p>I think the term plot hook as used was more about the kinds of things you are discussing: framing and setup. The main thrust of the original post seems to be about how to avoid GM authored plots. But I don't think it was about avoiding GM input into the fiction. Part of the role of a GM is to introduce elements that may be interesting. The OP advocates for using the information players provide for their PCs as the starting point, or at least a source, for those elements.</p><p></p><p>I see how, as described, this approach could still allow for the GM to force the fiction down paths of his choosing, but I don't think it's a given. It lacks the specific constraints on GM action that AW and similar games place, but that doesn't mean a GM would be incapable of using those principles to guide play.</p><p></p><p></p><p></p><p></p><p>I didn't take plot hook to mean the start of a preauthored plot, although I see that it could indeed be viewed that way. I took it more as a shorthand for introducing possible points of interest, given the larger context of the conversation. As it wasn't me who first used the term, I could certainly be wrong about how it was meant.</p><p></p><p>EDITED TO ADD: Looking back, I see that you mentioned plot hooks specifically as the beginning of a pre-authored plot. I missed that and was instead lookig at the reply, and reading it as I describe above. In the sense that you meant, I agree that pre-authored plots of that kind don't fall into the Play to Find Out playstyle. Sorry for the confusion.</p></blockquote><p></p>
[QUOTE="hawkeyefan, post: 8103831, member: 6785785"] It does, and I do think any conflict we're having is likely more to do with jargon than with any actual disagreement. I get Play to Find Out as a principle of play per Vincent Baker, and I think it's a great approach. I think the term plot hook as used was more about the kinds of things you are discussing: framing and setup. The main thrust of the original post seems to be about how to avoid GM authored plots. But I don't think it was about avoiding GM input into the fiction. Part of the role of a GM is to introduce elements that may be interesting. The OP advocates for using the information players provide for their PCs as the starting point, or at least a source, for those elements. I see how, as described, this approach could still allow for the GM to force the fiction down paths of his choosing, but I don't think it's a given. It lacks the specific constraints on GM action that AW and similar games place, but that doesn't mean a GM would be incapable of using those principles to guide play. I didn't take plot hook to mean the start of a preauthored plot, although I see that it could indeed be viewed that way. I took it more as a shorthand for introducing possible points of interest, given the larger context of the conversation. As it wasn't me who first used the term, I could certainly be wrong about how it was meant. EDITED TO ADD: Looking back, I see that you mentioned plot hooks specifically as the beginning of a pre-authored plot. I missed that and was instead lookig at the reply, and reading it as I describe above. In the sense that you meant, I agree that pre-authored plots of that kind don't fall into the Play to Find Out playstyle. Sorry for the confusion. [/QUOTE]
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