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How much control do DMs need?
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<blockquote data-quote="Manbearcat" data-source="post: 8994225" data-attributes="member: 6696971"><p>Unfortunately, I don’t have time to read through the thread and figure out the context for your inquiry above. I quickly looked at your back-and-forth with [USER=82106]@AbdulAlhazred[/USER] and I’m just going to draw an inference and answer generically here.</p><p></p><p>1) Take a look at [USER=1282]@darkbard[/USER] ’s post above the first framed obstacle in the conflict you’re referring to. Through his character, he provides the impetus for the following scene in the way of his Minor Quest. In Story Now games, this is called “player protagonism” and is essential. The trajectory of play doesn’t orbit around my (the GM’s) conception of what’s important. The synthesis of overt player flags in PC build (premise/theme/xp triggers etc), direct input from players for conflict framing (answered questions or other game procedures like authored kickers/quests). and system premise/constraints “Hook and Reel the GM” (rather than the inverse).</p><p></p><p>Play (the accretion and evolution of character, setting, follow-on situation) is a continuous byproduct of this process. This is the “Play to Find Out” component. I don’t know this stuff going in or what I know is primordial, nascent and its given form through play.</p><p></p><p>2) Story Now games are diverse in their implementation but they all have a codified engine/structure to generate their particular brand of (1) above.</p><p></p><p>Some games are not closed scene-based (the AW family of games for example) while some games are (4e is among too many to mention).</p><p></p><p>If (1) is formulated to be scene-based, the engine will provide the essentials that answer the questions “how does the intrascene gamestate move” and “when does the scene end” and “how does the connective tissue of scenes (scene goals/complications to transition to new scene goals/complications) resolve?”</p><p></p><p>To hopefully illustrate a stark dichotomy, the answers to the above aren’t any/all of:</p><p></p><p>* the GM has unilateral discretion to answer these questions where answering them rests upon…</p><p></p><p>* their story curation prowess and personal priorities …</p><p></p><p>* their unique access to, and modeling of, dense setting /prepared metaplot…</p><p></p><p>* any input they afford players (which they can curate or veto)…</p><p></p><p>* and any input they afford system architecture (which they simultaneously have a huge adjudicative footprint in + a discretionary veto).</p><p></p><p>[HR][/HR]</p><p></p><p>Hopefully that helps answer (stuff…unclear what this back-and-forth is about!)!</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 8994225, member: 6696971"] Unfortunately, I don’t have time to read through the thread and figure out the context for your inquiry above. I quickly looked at your back-and-forth with [USER=82106]@AbdulAlhazred[/USER] and I’m just going to draw an inference and answer generically here. 1) Take a look at [USER=1282]@darkbard[/USER] ’s post above the first framed obstacle in the conflict you’re referring to. Through his character, he provides the impetus for the following scene in the way of his Minor Quest. In Story Now games, this is called “player protagonism” and is essential. The trajectory of play doesn’t orbit around my (the GM’s) conception of what’s important. The synthesis of overt player flags in PC build (premise/theme/xp triggers etc), direct input from players for conflict framing (answered questions or other game procedures like authored kickers/quests). and system premise/constraints “Hook and Reel the GM” (rather than the inverse). Play (the accretion and evolution of character, setting, follow-on situation) is a continuous byproduct of this process. This is the “Play to Find Out” component. I don’t know this stuff going in or what I know is primordial, nascent and its given form through play. 2) Story Now games are diverse in their implementation but they all have a codified engine/structure to generate their particular brand of (1) above. Some games are not closed scene-based (the AW family of games for example) while some games are (4e is among too many to mention). If (1) is formulated to be scene-based, the engine will provide the essentials that answer the questions “how does the intrascene gamestate move” and “when does the scene end” and “how does the connective tissue of scenes (scene goals/complications to transition to new scene goals/complications) resolve?” To hopefully illustrate a stark dichotomy, the answers to the above aren’t any/all of: * the GM has unilateral discretion to answer these questions where answering them rests upon… * their story curation prowess and personal priorities … * their unique access to, and modeling of, dense setting /prepared metaplot… * any input they afford players (which they can curate or veto)… * and any input they afford system architecture (which they simultaneously have a huge adjudicative footprint in + a discretionary veto). [HR][/HR] Hopefully that helps answer (stuff…unclear what this back-and-forth is about!)! [/QUOTE]
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