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How much control do DMs need?
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<blockquote data-quote="pemerton" data-source="post: 8999129" data-attributes="member: 42582"><p>Well, to the extent that they have such things, yes.</p><p></p><p>For instance, Cortex+ Heroic Fantasy (a MHRP hack) had no trouble handling one PC stealing the Dark Elves' gold and escaping the dungeon with it, while the other PCs fought for their lives against the dark elf champions.</p><p></p><p>In my last Prince Valiant session, one PC led the forces defending a castle while two other PCs were pursuing a fleeing NPC who had kidnapped the child of the castle's commander. This caused no issues with resolution.</p><p></p><p>In my last Classic Traveller session, two PCs were on a world, one escaping from a trial by rivals (blowing up the impromptu court room with a grenade) and the other than helping to clean up the evidence; another PC was in their ship travelling between worlds, and we resolved the assault on the crew by the Alien that a "mad scientist" NPC had been breeding in vessel's sick bay.</p><p></p><p>The last time I ran Cthulhu Dark, there were only a few moments when the PCs were in the same place, for the whole of the session.</p><p></p><p>The starting point is that it doesn't take more time for someone to describe what their PC is doing, whether their PC is in the same geographical location as another PC, or in a different one.</p><p></p><p>So the issue is about how the resolution system relates to, or is dependent upon, the proximity of PCs; and how easy it makes to cut from PC to PC in a coherent fashion.</p><p></p><p>Eg. In MHRP, during an action scene the first character (as determined by the GM) gets an action, then the player of that character passes the action to another character, and so on until every character has had an action - then the action can be passed by the player of the last-acting character to any other character. Within the action economy there is no rule about the passage of time, or the covering of distance. The handling of this is up to the participants.</p><p></p><p>So one player using their character's action to engage a Scene Distinction that expresses/announces the Dark Elves' hidden gold (I can't remember exactly what it was now) is no different from another character using their character's action to fight a Dark Elf champion. (In the system, each character has a rating for Solo, Buddy or Team - or as I call it when we're playing Cortex+ Heroic LotR, Alone, Companion or Company - and so their player's dice pool will reflect whether they are working on their own, with a friend, or as part of a group.)</p></blockquote><p></p>
[QUOTE="pemerton, post: 8999129, member: 42582"] Well, to the extent that they have such things, yes. For instance, Cortex+ Heroic Fantasy (a MHRP hack) had no trouble handling one PC stealing the Dark Elves' gold and escaping the dungeon with it, while the other PCs fought for their lives against the dark elf champions. In my last Prince Valiant session, one PC led the forces defending a castle while two other PCs were pursuing a fleeing NPC who had kidnapped the child of the castle's commander. This caused no issues with resolution. In my last Classic Traveller session, two PCs were on a world, one escaping from a trial by rivals (blowing up the impromptu court room with a grenade) and the other than helping to clean up the evidence; another PC was in their ship travelling between worlds, and we resolved the assault on the crew by the Alien that a "mad scientist" NPC had been breeding in vessel's sick bay. The last time I ran Cthulhu Dark, there were only a few moments when the PCs were in the same place, for the whole of the session. The starting point is that it doesn't take more time for someone to describe what their PC is doing, whether their PC is in the same geographical location as another PC, or in a different one. So the issue is about how the resolution system relates to, or is dependent upon, the proximity of PCs; and how easy it makes to cut from PC to PC in a coherent fashion. Eg. In MHRP, during an action scene the first character (as determined by the GM) gets an action, then the player of that character passes the action to another character, and so on until every character has had an action - then the action can be passed by the player of the last-acting character to any other character. Within the action economy there is no rule about the passage of time, or the covering of distance. The handling of this is up to the participants. So one player using their character's action to engage a Scene Distinction that expresses/announces the Dark Elves' hidden gold (I can't remember exactly what it was now) is no different from another character using their character's action to fight a Dark Elf champion. (In the system, each character has a rating for Solo, Buddy or Team - or as I call it when we're playing Cortex+ Heroic LotR, Alone, Companion or Company - and so their player's dice pool will reflect whether they are working on their own, with a friend, or as part of a group.) [/QUOTE]
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