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Is the DM the most important person at the table
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<blockquote data-quote="pemerton" data-source="post: 7926826" data-attributes="member: 42582"><p>Sure - disagreement is normal in the aesthetic/critical domain!</p><p></p><p>One thing that you, [USER=6696971]@Manbearcat[/USER], [USER=16586]@Campbell[/USER], [USER=6785785]@hawkeyefan[/USER] and [USER=99817]@chaochou[/USER] - to point to some regulars in these outings - all have in common, that I don't, is serious PbtA play experience. I've played a bit but not a lot of Dungeon World (online, Manbearcat GMing). The closest I've come to GMing it is running Classic Traveller treating the various subsystems as "moves" (though with more baroque structures than the elegance of PbtA) and my pre-rolled worlds and NPCs as my "fronts". Which isn't as un-close as it might seem at first, but is still a good distance from the real thing. (And crucially lacks the PC development aspect of PbtA.)</p><p></p><p>That lack of experience is probably one reason why more than anyone else in these threads I see <em>framing</em> and <em>finality of resolution</em>(upthread I called it "conflict resolution" - same diff from my point of view) as so fundamental. With "fail forward" narration of adverse consequences coming a pretty close second (and feeding right back into framing). Because (while I didn't have the vocabulary to describe it) focused but open-ended framing and "fail forward" were the key techniques I stumbled onto in the latter part of the 80s and worked on through the 90s to improve my own RPGing experience; and (again without having had the vocabulary to describe it) a lack of finality short of <em>GM decides we're done now</em> was a recurring problem (mostly in Rolemaster play) which BW's "Let it Ride", 4e skill challenges, HeroWars/Quest, and other systems really helped me identify and sort out in my own play. (And let me appreciate other, older systems that had mostly solved the issue without me having notice it, like Classic Traveller.)</p><p></p><p>My preconceptions have been honed by experiences and ideas that really peaked around 2005-9: "no myth"-ish, scene-framed play.</p></blockquote><p></p>
[QUOTE="pemerton, post: 7926826, member: 42582"] Sure - disagreement is normal in the aesthetic/critical domain! One thing that you, [USER=6696971]@Manbearcat[/USER], [USER=16586]@Campbell[/USER], [USER=6785785]@hawkeyefan[/USER] and [USER=99817]@chaochou[/USER] - to point to some regulars in these outings - all have in common, that I don't, is serious PbtA play experience. I've played a bit but not a lot of Dungeon World (online, Manbearcat GMing). The closest I've come to GMing it is running Classic Traveller treating the various subsystems as "moves" (though with more baroque structures than the elegance of PbtA) and my pre-rolled worlds and NPCs as my "fronts". Which isn't as un-close as it might seem at first, but is still a good distance from the real thing. (And crucially lacks the PC development aspect of PbtA.) That lack of experience is probably one reason why more than anyone else in these threads I see [i]framing[/i] and [i]finality of resolution[/i](upthread I called it "conflict resolution" - same diff from my point of view) as so fundamental. With "fail forward" narration of adverse consequences coming a pretty close second (and feeding right back into framing). Because (while I didn't have the vocabulary to describe it) focused but open-ended framing and "fail forward" were the key techniques I stumbled onto in the latter part of the 80s and worked on through the 90s to improve my own RPGing experience; and (again without having had the vocabulary to describe it) a lack of finality short of [i]GM decides we're done now[/i] was a recurring problem (mostly in Rolemaster play) which BW's "Let it Ride", 4e skill challenges, HeroWars/Quest, and other systems really helped me identify and sort out in my own play. (And let me appreciate other, older systems that had mostly solved the issue without me having notice it, like Classic Traveller.) My preconceptions have been honed by experiences and ideas that really peaked around 2005-9: "no myth"-ish, scene-framed play. [/QUOTE]
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