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How much control do DMs need?
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<blockquote data-quote="EzekielRaiden" data-source="post: 8991940" data-attributes="member: 6790260"><p>As a general reply to the thread title: A lot less than they believe they need.</p><p></p><p></p><p>This is called "story now" play in certain circles. You are producing story right in the moment of play, as opposed to "story before" (the "standard" D&D model today, where the DM writes the story and the players explore it) or "story after" (the "old school" model, where there is no story at all, except in a retrospective sense, looking back and stitching the actions taken into a story of some kind.)</p><p></p><p></p><p>Then it sounds like you are learning the value of the "story now" approach: by including players in the creation and development process, everyone gets to experience both the joy of creation and the joy of surprise, and you can achieve both the narrative cohesion of "story before" (because everyone participates in the writing) <em>and</em> the fluidity and spontaneity of "story after" (because the state of play, "the fiction" as some games term it, changes in ways no one necessarily expects.)</p><p></p><p>If you are finding this appealing, I highly recommend checking out Dungeon World. It will be somewhat familiar to you, since it was built to resemble D&D. And it's a very rules-light game where it's pretty easy to add new features or options for players if you want to. The rules for Dungeon World are extremely good, and can help you develop good intuitions and best practices for "story now" play.</p><p></p><p>Edit: Ah, they've blocked me. Ah well. It was worth saying for anyone else who is walking a similar path.</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 8991940, member: 6790260"] As a general reply to the thread title: A lot less than they believe they need. This is called "story now" play in certain circles. You are producing story right in the moment of play, as opposed to "story before" (the "standard" D&D model today, where the DM writes the story and the players explore it) or "story after" (the "old school" model, where there is no story at all, except in a retrospective sense, looking back and stitching the actions taken into a story of some kind.) Then it sounds like you are learning the value of the "story now" approach: by including players in the creation and development process, everyone gets to experience both the joy of creation and the joy of surprise, and you can achieve both the narrative cohesion of "story before" (because everyone participates in the writing) [I]and[/I] the fluidity and spontaneity of "story after" (because the state of play, "the fiction" as some games term it, changes in ways no one necessarily expects.) If you are finding this appealing, I highly recommend checking out Dungeon World. It will be somewhat familiar to you, since it was built to resemble D&D. And it's a very rules-light game where it's pretty easy to add new features or options for players if you want to. The rules for Dungeon World are extremely good, and can help you develop good intuitions and best practices for "story now" play. Edit: Ah, they've blocked me. Ah well. It was worth saying for anyone else who is walking a similar path. [/QUOTE]
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