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"Illusionism" and "GM force" in RPGing
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<blockquote data-quote="pemerton" data-source="post: 7920867" data-attributes="member: 42582"><p>[USER=21169]@Doug McCrae[/USER] - thanks for posting those excerpts. The AD&D 2nd ed one shows how much the "precepts of the game" changed across editions - what was once contrary to them (ie having the PCs unnatrrally escape) is now advocated. Related to this is a change in premise about who is choosing the encounters - in Gygax's DMG it is assumed that <em>the players </em>choose encounters (by choosing where to go in the dungeon, as per his PHB entry on Successful Adventures and reflected also in his description of a session on p 9 of the DMG), whereas in the 2nd ed one it is <em>the GM</em> who has pitted the PCs against an encounter.</p><p></p><p>The ones from James Bond and Star Wars show not just a premise of strong GM control over framing, but over plot. So the dramatic trajectory is known (to the GM) in advance.</p><p></p><p>The great innovation in RPGing since those games has been to work out how to reconcile GM control over framing with the absence of GM control over plot, via techniques such as "say 'yes' or roll the dice", "fail forward" (in the Burning Wheel/Ron Edwards sense of that term ie not just success with complications), etc.</p></blockquote><p></p>
[QUOTE="pemerton, post: 7920867, member: 42582"] [USER=21169]@Doug McCrae[/USER] - thanks for posting those excerpts. The AD&D 2nd ed one shows how much the "precepts of the game" changed across editions - what was once contrary to them (ie having the PCs unnatrrally escape) is now advocated. Related to this is a change in premise about who is choosing the encounters - in Gygax's DMG it is assumed that [I]the players [/I]choose encounters (by choosing where to go in the dungeon, as per his PHB entry on Successful Adventures and reflected also in his description of a session on p 9 of the DMG), whereas in the 2nd ed one it is [I]the GM[/I] who has pitted the PCs against an encounter. The ones from James Bond and Star Wars show not just a premise of strong GM control over framing, but over plot. So the dramatic trajectory is known (to the GM) in advance. The great innovation in RPGing since those games has been to work out how to reconcile GM control over framing with the absence of GM control over plot, via techniques such as "say 'yes' or roll the dice", "fail forward" (in the Burning Wheel/Ron Edwards sense of that term ie not just success with complications), etc. [/QUOTE]
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