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*TTRPGs General
Introducing Complications Without Forcing Players to Play the "Mother May I?" Game
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<blockquote data-quote="innerdude" data-source="post: 7559379" data-attributes="member: 85870"><p>I appreciate your opinion here, but truthfully, never ONCE since I began implementing a more player-centric, scene-framing approach to GM-ing has a player EVER at my table said, "Wow, that's really contrived there, Innerdude."</p><p></p><p>And I'll admit, it was genuinely a worry of mine that players would start questioning things. "Oh, really, there's another merchant in this town just like the last one?" Or, "How did that bad guy get here so fast?"</p><p></p><p>And now having 7 or 8 years of experience under my belt, I can tell you that this supposed "problem" is largely non-existent when handled well. And the flip side of it is, my players have been generally highly engaged in the action at the table over that time. Rather than questioning the legitimacy of continuity, what scene framing has done instead is <em>reward</em> the players for looking into a scene and figuring out the connections from a prior situation. "Oh, so THAT'S why that crew of thugs was after us! Oh, so THAT'S why the merchant at the docks didn't want us to go looking for the stolen goods!" In my experience it creates a highly virtuous player feedback loop.</p><p></p><p>Can a poor GM mess this up? Of course. But when done properly, "scene framing" GM style has never once led my players to start questioning the legitimacy of the causal relationships within the gameworld. </p><p></p><p>It's odd too, because I hear it preached so often from more traditional GMs that "scene framing" will just be the death of everything they hold dear about their game. "Oh my gosh, it's just going to totally ruin the continuity of the game world, and nothing will make sense, and it will feel like lazy storytelling, and mass chaos and hysteria will ensue!"</p><p></p><p>For me, switching to "scene framing" style has led to vastly superior RPG experiences---either with me as GM or anyone else---than insisting on "game world continuity because GM reasons".</p></blockquote><p></p>
[QUOTE="innerdude, post: 7559379, member: 85870"] I appreciate your opinion here, but truthfully, never ONCE since I began implementing a more player-centric, scene-framing approach to GM-ing has a player EVER at my table said, "Wow, that's really contrived there, Innerdude." And I'll admit, it was genuinely a worry of mine that players would start questioning things. "Oh, really, there's another merchant in this town just like the last one?" Or, "How did that bad guy get here so fast?" And now having 7 or 8 years of experience under my belt, I can tell you that this supposed "problem" is largely non-existent when handled well. And the flip side of it is, my players have been generally highly engaged in the action at the table over that time. Rather than questioning the legitimacy of continuity, what scene framing has done instead is [I]reward[/I] the players for looking into a scene and figuring out the connections from a prior situation. "Oh, so THAT'S why that crew of thugs was after us! Oh, so THAT'S why the merchant at the docks didn't want us to go looking for the stolen goods!" In my experience it creates a highly virtuous player feedback loop. Can a poor GM mess this up? Of course. But when done properly, "scene framing" GM style has never once led my players to start questioning the legitimacy of the causal relationships within the gameworld. It's odd too, because I hear it preached so often from more traditional GMs that "scene framing" will just be the death of everything they hold dear about their game. "Oh my gosh, it's just going to totally ruin the continuity of the game world, and nothing will make sense, and it will feel like lazy storytelling, and mass chaos and hysteria will ensue!" For me, switching to "scene framing" style has led to vastly superior RPG experiences---either with me as GM or anyone else---than insisting on "game world continuity because GM reasons". [/QUOTE]
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Introducing Complications Without Forcing Players to Play the "Mother May I?" Game
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