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Improvisation vs "code-breaking" in D&D
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<blockquote data-quote="Campbell" data-source="post: 6732865" data-attributes="member: 16586"><p>No Myth isn't about prep. It's a fancy way to say: "I'm not going to commit to anything until it sees play". It's not really anymore complicated than that. It's about allowing the course of the game to take the lead over your prep. It's also not really binary. We might have different sorts of prep that have varying levels of myth. Some prep could be definitely true, some prep could be true unless something happens. Some prep might be true. There are varying levels of myth you could prep to. Saying you run a No Myth game is saying most of your prep falls into one level. This can change throughout a game. A given piece of prep might gain more mythiness as the result of what happens in play. Prep is ongoing. It doesn't just happen outside of play, but also during play. As we're resolving a scene I'm adjusting my prep and prepping for the next scene or constructing a mental map as it were. It's about setting a place for play - defining what's in question. </p><p></p><p>Here's an example. Let's say I'm running a game of D&D. I decide the dragon Fersyxavan wants to take over the Goderlands. This is relatively firm prep. I also decide that he'll offer something one of the PCs want if they'll help him unless they are immediately hostile. I also decide if that happens Fersyxavan will respond with some sort of violence directed towards someone they care about. I also decide Fersyxavan might be pliable to working with the Goderlands if they provide tribute. I also decide Fersyxavan might have an army of kobold followers. I'm not committed to either though. There's also a lot I'm not saying yet. Where did this dragon come from? What exactly is he capable of? Is he willing to commit mass murder to get what he wants? Why does he want to rule the Goderlands? This are questions that will impact the scope of play. I probably have some ideas, but I commit to them in various degrees.</p></blockquote><p></p>
[QUOTE="Campbell, post: 6732865, member: 16586"] No Myth isn't about prep. It's a fancy way to say: "I'm not going to commit to anything until it sees play". It's not really anymore complicated than that. It's about allowing the course of the game to take the lead over your prep. It's also not really binary. We might have different sorts of prep that have varying levels of myth. Some prep could be definitely true, some prep could be true unless something happens. Some prep might be true. There are varying levels of myth you could prep to. Saying you run a No Myth game is saying most of your prep falls into one level. This can change throughout a game. A given piece of prep might gain more mythiness as the result of what happens in play. Prep is ongoing. It doesn't just happen outside of play, but also during play. As we're resolving a scene I'm adjusting my prep and prepping for the next scene or constructing a mental map as it were. It's about setting a place for play - defining what's in question. Here's an example. Let's say I'm running a game of D&D. I decide the dragon Fersyxavan wants to take over the Goderlands. This is relatively firm prep. I also decide that he'll offer something one of the PCs want if they'll help him unless they are immediately hostile. I also decide if that happens Fersyxavan will respond with some sort of violence directed towards someone they care about. I also decide Fersyxavan might be pliable to working with the Goderlands if they provide tribute. I also decide Fersyxavan might have an army of kobold followers. I'm not committed to either though. There's also a lot I'm not saying yet. Where did this dragon come from? What exactly is he capable of? Is he willing to commit mass murder to get what he wants? Why does he want to rule the Goderlands? This are questions that will impact the scope of play. I probably have some ideas, but I commit to them in various degrees. [/QUOTE]
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