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How much control do DMs need?
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<blockquote data-quote="Clint_L" data-source="post: 8998032" data-attributes="member: 7035894"><p>As DM of the campaign, it was a scenario chosen from a number of breadcrumbs. The party was doing a favour for a powerful mage, in exchange for payment and future consideration. A friend of his had a very valuable piece of jewellery stolen from her hotel, and it was their job to recover it. Beforehand, I created cards for a number of locations, objects, and NPCs that could come into play, in addition to whatever we invented on the night. At the start of the game each of us drew an NPC, object, and location that we would try to work into the story when it made sense. Note that these cards just described the character, location, or object; it was up to us to decide how they were involved with the stolen tiara, if at all.</p><p></p><p>Per Fiasco, the game was divided into two acts of four scenes, one for each each player. For each scene, the player can choose to establish it, or finish it, and the other players collaboratively take on the other half. As DM, I took the first scene and chose to establish it, using it to get the party to the location of the job. Then we took turns. At the mid-point, we drew some more cards to add a complication to the story.</p><p></p><p>So all I knew going in was the object that had been stolen, and who it was allegedly stolen from. Everything else - why it was stolen, who stole it, where it could be found - was determined through the game. As it turned out, there was a cult operating under the hotel who needed the stolen tiara as part of a ritual to complete the transformation of a Drider; several of the hotel guests were Drow who were trying to revive the religion of their banished Goddess Llolth. We were barely able to foil the plot at the last moment, though a valuable ally perished along the way, and the tiara was lost. So kind of a failure as far as the original mission went, but a super fun game.</p><p></p><p>None of that existed prior to the game. The Drow agents, various other complications, including an angry monkey familiar that caused all kinds of problems, an affair between our orc/elf barbarian and the orc chef at the hotel, three drunk women on a staggette who turned out to be assassins, a drug-dealing concierge (the monkey's master) and his manipulative mother, the secret chamber beneath the hotel, the demonic plot...all of that came from the group of us together, with me having no more say than anyone else.</p></blockquote><p></p>
[QUOTE="Clint_L, post: 8998032, member: 7035894"] As DM of the campaign, it was a scenario chosen from a number of breadcrumbs. The party was doing a favour for a powerful mage, in exchange for payment and future consideration. A friend of his had a very valuable piece of jewellery stolen from her hotel, and it was their job to recover it. Beforehand, I created cards for a number of locations, objects, and NPCs that could come into play, in addition to whatever we invented on the night. At the start of the game each of us drew an NPC, object, and location that we would try to work into the story when it made sense. Note that these cards just described the character, location, or object; it was up to us to decide how they were involved with the stolen tiara, if at all. Per Fiasco, the game was divided into two acts of four scenes, one for each each player. For each scene, the player can choose to establish it, or finish it, and the other players collaboratively take on the other half. As DM, I took the first scene and chose to establish it, using it to get the party to the location of the job. Then we took turns. At the mid-point, we drew some more cards to add a complication to the story. So all I knew going in was the object that had been stolen, and who it was allegedly stolen from. Everything else - why it was stolen, who stole it, where it could be found - was determined through the game. As it turned out, there was a cult operating under the hotel who needed the stolen tiara as part of a ritual to complete the transformation of a Drider; several of the hotel guests were Drow who were trying to revive the religion of their banished Goddess Llolth. We were barely able to foil the plot at the last moment, though a valuable ally perished along the way, and the tiara was lost. So kind of a failure as far as the original mission went, but a super fun game. None of that existed prior to the game. The Drow agents, various other complications, including an angry monkey familiar that caused all kinds of problems, an affair between our orc/elf barbarian and the orc chef at the hotel, three drunk women on a staggette who turned out to be assassins, a drug-dealing concierge (the monkey's master) and his manipulative mother, the secret chamber beneath the hotel, the demonic plot...all of that came from the group of us together, with me having no more say than anyone else. [/QUOTE]
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