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Is the DM the most important person at the table
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<blockquote data-quote="hawkeyefan" data-source="post: 7922788" data-attributes="member: 6785785"><p>I meant more declaring elements as part of an action...especially Flashbacks. That seems to me the big one that throws people. </p><p></p><p>Backstory and goals and fictional elements like NPCs and organizations and all of that were all things my players were comfortable with. Also largely the kind of stuff that Blades bakes into PC creation. </p><p></p><p></p><p></p><p>I find the position and effect to be pretty intuitive. The narration of what happens on a partial success or a failure is the area that’s trickier for me, but after some time I’ve become comfortable with it, and think I do a decent job of varying consequences a bit without relying to heavily on one kind. The fiction first approach is one that clicks for me. </p><p></p><p></p><p></p><p></p><p>I wasn’t necessarily saying this is something I’d recommend for new DMs. Just that these approaches are worthwhile to learn or see in practice, and may help making the job easier.</p><p></p><p>Having said that though, I would think someone whose first exposure to RPGs was Blades and then they went to D&D, that shift would likely be easier than vice versa. </p><p></p><p></p><p></p><p>Some of them, sure. I’ve said it’s subjective and that different things will work for different people. </p><p></p><p>Let’s move away from specific examples and instead ask “Can every GM do something new to make their game easier?”</p><p></p><p>I would lean heavily toward a yes, with the specific thing varying by GM.</p></blockquote><p></p>
[QUOTE="hawkeyefan, post: 7922788, member: 6785785"] I meant more declaring elements as part of an action...especially Flashbacks. That seems to me the big one that throws people. Backstory and goals and fictional elements like NPCs and organizations and all of that were all things my players were comfortable with. Also largely the kind of stuff that Blades bakes into PC creation. I find the position and effect to be pretty intuitive. The narration of what happens on a partial success or a failure is the area that’s trickier for me, but after some time I’ve become comfortable with it, and think I do a decent job of varying consequences a bit without relying to heavily on one kind. The fiction first approach is one that clicks for me. I wasn’t necessarily saying this is something I’d recommend for new DMs. Just that these approaches are worthwhile to learn or see in practice, and may help making the job easier. Having said that though, I would think someone whose first exposure to RPGs was Blades and then they went to D&D, that shift would likely be easier than vice versa. Some of them, sure. I’ve said it’s subjective and that different things will work for different people. Let’s move away from specific examples and instead ask “Can every GM do something new to make their game easier?” I would lean heavily toward a yes, with the specific thing varying by GM. [/QUOTE]
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