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How much control do DMs need?
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<blockquote data-quote="pemerton" data-source="post: 9009210" data-attributes="member: 42582"><p>Anyway, <a href="http://lumpley.com/hardcore.html" target="_blank">here</a>'s one answer to the question this thread poses:</p><p></p><p style="margin-left: 20px">You need to have a system by which scenes start and stop. The rawest solution is to do it by group consensus: anybody moved to can suggest a scene or suggest that a scene be over, and it's up to the group to act on the suggestion or not. You don't need a final authority beyond the players' collective will.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">You need to have a system whereby narration becomes in-game truth. That is, when somebody suggests something to happen or something to be so, does it or doesn't it? Is it or isn't it? Again the rawest solution is group consensus, with suggestions made by whoever's moved and then taken up or let fall according to the group's interest.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">You need to have orchestrated conflict, and there's the tricky bit. GMs are very good at orchestrating conflict, and it's hard to see a rawer solution. . . .</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">In our co-GMed Ars Magica game, each of us is responsible for orchestrating conflict for the others, which works but isn't radical wrt GM doage-away-with. It amounts to when Emily's character's conflicts climax explosively and set off Meg's character's conflicts, which also climax explosively, in a great kickin' season finale last autumn, I'm the GM. GM-swapping, in other words, isn't the same as GM-sharing.</p><p></p><p>So the GM needs enough control to orchestrate conflict. This probably means enough control to introduce antagonism, whether in the form of NPCs or in the form of external/impersonal forces.</p></blockquote><p></p>
[QUOTE="pemerton, post: 9009210, member: 42582"] Anyway, [url=http://lumpley.com/hardcore.html]here[/url]'s one answer to the question this thread poses: [indent]You need to have a system by which scenes start and stop. The rawest solution is to do it by group consensus: anybody moved to can suggest a scene or suggest that a scene be over, and it's up to the group to act on the suggestion or not. You don't need a final authority beyond the players' collective will. You need to have a system whereby narration becomes in-game truth. That is, when somebody suggests something to happen or something to be so, does it or doesn't it? Is it or isn't it? Again the rawest solution is group consensus, with suggestions made by whoever's moved and then taken up or let fall according to the group's interest. You need to have orchestrated conflict, and there's the tricky bit. GMs are very good at orchestrating conflict, and it's hard to see a rawer solution. . . . In our co-GMed Ars Magica game, each of us is responsible for orchestrating conflict for the others, which works but isn't radical wrt GM doage-away-with. It amounts to when Emily's character's conflicts climax explosively and set off Meg's character's conflicts, which also climax explosively, in a great kickin' season finale last autumn, I'm the GM. GM-swapping, in other words, isn't the same as GM-sharing.[/indent] So the GM needs enough control to orchestrate conflict. This probably means enough control to introduce antagonism, whether in the form of NPCs or in the form of external/impersonal forces. [/QUOTE]
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