Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
NOW LIVE! Today's the day you meet your new best friend. You don’t have to leave Wolfy behind... In 'Pets & Sidekicks' your companions level up with you!
Community
General Tabletop Discussion
*TTRPGs General
"HF" vs. "S&S" gaming: the underlying reason of conflict and change in D&D
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Ariosto" data-source="post: 4821279" data-attributes="member: 80487"><p>To clarify what I mean by "narrative control", it is the power to dictate what happens in the story rather than deferring to any rule specific to the situation at hand.</p><p></p><p>Designing such a game is a matter of deciding how to apportion and limit such power.</p><p></p><p>Here's as an example of how something like that might play out. There's a GM, whose role in this particular hypothetical game is to have in mind a very general plot structure (in particular, a satisfyingly dramatic climactic scene) and direct the action along those lines with "course corrections". Basically, the GM has narrative control by default.</p><p></p><p>The GM plans to present a scene in which the heroes get ambushed by Loathly Lurkers, and one of them is sorely wounded with a poisoned arrow, but they slay all but the lead Lurker. That worthy, in his hasty escape, loses a map and missive that the heroes find. Her expectation is that the players will add to the story some solution to the poison problem, then use the map to infiltrate an enemy fortress and rescue the ally indicated in the letter as being held there.</p><p></p><p>However, when the first arrows fly, a player challenges the GM's narrative control. Chips are bid and dice are rolled, and the player wins. The player says that the arrows have non-deadly tips that inject a poison with a soporific effect. The Lurkers capture the heroes and take them to wherever Ally X is being held. Nobody challenges that.</p><p></p><p>That scene being resolved, narrative control returns to the GM. The players have ended up where she wanted to get them, but under different circumstances -- and by their choice. It was, in narrative terms, a good strategic choice. If the players had chosen some other direction for the next scene, then the GM would have just had to run with it and see how to use it to advance the plot.</p></blockquote><p></p>
[QUOTE="Ariosto, post: 4821279, member: 80487"] To clarify what I mean by "narrative control", it is the power to dictate what happens in the story rather than deferring to any rule specific to the situation at hand. Designing such a game is a matter of deciding how to apportion and limit such power. Here's as an example of how something like that might play out. There's a GM, whose role in this particular hypothetical game is to have in mind a very general plot structure (in particular, a satisfyingly dramatic climactic scene) and direct the action along those lines with "course corrections". Basically, the GM has narrative control by default. The GM plans to present a scene in which the heroes get ambushed by Loathly Lurkers, and one of them is sorely wounded with a poisoned arrow, but they slay all but the lead Lurker. That worthy, in his hasty escape, loses a map and missive that the heroes find. Her expectation is that the players will add to the story some solution to the poison problem, then use the map to infiltrate an enemy fortress and rescue the ally indicated in the letter as being held there. However, when the first arrows fly, a player challenges the GM's narrative control. Chips are bid and dice are rolled, and the player wins. The player says that the arrows have non-deadly tips that inject a poison with a soporific effect. The Lurkers capture the heroes and take them to wherever Ally X is being held. Nobody challenges that. That scene being resolved, narrative control returns to the GM. The players have ended up where she wanted to get them, but under different circumstances -- and by their choice. It was, in narrative terms, a good strategic choice. If the players had chosen some other direction for the next scene, then the GM would have just had to run with it and see how to use it to advance the plot. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
"HF" vs. "S&S" gaming: the underlying reason of conflict and change in D&D
Top