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Help me "get" Forged in the Dark.
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<blockquote data-quote="Ovinomancer" data-source="post: 8680576" data-attributes="member: 16814"><p>Well, one, the players are going to tell you what the mission is, and how they're approaching it, and then the engagement roll will say how it's supposed to open. This is the hard shift stuff, because it's very different from D&D preplanning or prep or even GM says improv. The GM is reactive here -- they have to wait for the players to tell them what they're doing, how their doing it, and then the engagement roll to see how it's going when you start in media res.</p><p></p><p>No, because once you open the scene, the players get to say how they're going to try and deal with it. And you, as GM, don't have "no" authority over those actions. Well, I mean, we're talking about non-bad-faith declarations, that aren't violating the principles of play for the players (like, "I find the solution to win in the toilet!"). Instead, you challenge them, and if they players succeed, what they're trying happens, or happens and you level a cost. If they fail, you level the consequence. The success level and consequence level are determined by position and effect (or whatever BoB calls these).</p></blockquote><p></p>
[QUOTE="Ovinomancer, post: 8680576, member: 16814"] Well, one, the players are going to tell you what the mission is, and how they're approaching it, and then the engagement roll will say how it's supposed to open. This is the hard shift stuff, because it's very different from D&D preplanning or prep or even GM says improv. The GM is reactive here -- they have to wait for the players to tell them what they're doing, how their doing it, and then the engagement roll to see how it's going when you start in media res. No, because once you open the scene, the players get to say how they're going to try and deal with it. And you, as GM, don't have "no" authority over those actions. Well, I mean, we're talking about non-bad-faith declarations, that aren't violating the principles of play for the players (like, "I find the solution to win in the toilet!"). Instead, you challenge them, and if they players succeed, what they're trying happens, or happens and you level a cost. If they fail, you level the consequence. The success level and consequence level are determined by position and effect (or whatever BoB calls these). [/QUOTE]
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