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Is the DM the most important person at the table
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<blockquote data-quote="Ovinomancer" data-source="post: 7933322" data-attributes="member: 16814"><p>Fair enough. Do you have a better term for "tge story do far, which the players will investigate to find out about so they can make decision?" I'd be glad to use it.</p><p></p><p>Again, I don't think this is a bad thing -- I do it, too! But, it is a thing and it needs to be recignized that the choice to do it this way results in GM workload. Choosing other ways can reduce that workload, but may not result in play you want.</p><p></p><p></p><p></p><p>Respectfully, your experience shows that you haven't fully grasped the concept. That's okay, as it really does require abandoning quite a lot of what we learn as traditionally minded D&D GMs. While I haven't done Dresden, I did look over the rules a few years ago. I, too, saw City creation as a big effort for the GM, one that seemed like a lot of work up front to nassage player input into something I could run. Looking at it niw, I see something very different. I'd spend maybe half a session building out the city and then start playing on that. I'd probably iterate the city building step a few more times in later sessions, or leave it open for ad hoc creation by players, but I could start running almost immediately. Take a proffered threat, a proffered location, add in PC build info, grab a proffered NPC or group and it's off to the races. Frame the PCs into a situation and then follow along. My genre knowledge alongside that little bit of collaborative orep would be enough. Now, the players would need to lean in and drive through their PCs, but that's part and parcel of Fate.</p><p></p><p>The difference between me then and me know? I let go of what I knew about GMing and tried hard to do it a different way. The result is that I see that way as a possibility. My choices of approach are broader. This doesn't make me better or my games better or anything else. It's more akin to knowing how to paint in oils vs cooking a meal. Both can result in great art, but they're different things. Knowing how to do one and not the other isn't a bad thing. Learning one means you can't treat it as the other, though. This is a poor analogy, like all of them, and I hope we don't get into how this analogy breaks down but instead use the takeaway to understand I'm talking about somewhat incompatible approaches to a goal and that not grokking one of them doesn't make anyone kess aewsome.</p><p></p><p></p><p>Cool, but I don't understand what you prepped versus what played out. At the level you present, I'd have made a few bullet points, collected a rogues gallery of foes from my files (books, etc), and made some maos of places I thought might be interesting to fight in. Of that, the first would have been 10-15 tops, the second about 30 mins (using KFC), and the last variable on if I had stuff already, but probably 2 hours if I have to make a few.</p><p></p><p></p><p>I think this is a c&p oops. My answer is above.</p></blockquote><p></p>
[QUOTE="Ovinomancer, post: 7933322, member: 16814"] Fair enough. Do you have a better term for "tge story do far, which the players will investigate to find out about so they can make decision?" I'd be glad to use it. Again, I don't think this is a bad thing -- I do it, too! But, it is a thing and it needs to be recignized that the choice to do it this way results in GM workload. Choosing other ways can reduce that workload, but may not result in play you want. Respectfully, your experience shows that you haven't fully grasped the concept. That's okay, as it really does require abandoning quite a lot of what we learn as traditionally minded D&D GMs. While I haven't done Dresden, I did look over the rules a few years ago. I, too, saw City creation as a big effort for the GM, one that seemed like a lot of work up front to nassage player input into something I could run. Looking at it niw, I see something very different. I'd spend maybe half a session building out the city and then start playing on that. I'd probably iterate the city building step a few more times in later sessions, or leave it open for ad hoc creation by players, but I could start running almost immediately. Take a proffered threat, a proffered location, add in PC build info, grab a proffered NPC or group and it's off to the races. Frame the PCs into a situation and then follow along. My genre knowledge alongside that little bit of collaborative orep would be enough. Now, the players would need to lean in and drive through their PCs, but that's part and parcel of Fate. The difference between me then and me know? I let go of what I knew about GMing and tried hard to do it a different way. The result is that I see that way as a possibility. My choices of approach are broader. This doesn't make me better or my games better or anything else. It's more akin to knowing how to paint in oils vs cooking a meal. Both can result in great art, but they're different things. Knowing how to do one and not the other isn't a bad thing. Learning one means you can't treat it as the other, though. This is a poor analogy, like all of them, and I hope we don't get into how this analogy breaks down but instead use the takeaway to understand I'm talking about somewhat incompatible approaches to a goal and that not grokking one of them doesn't make anyone kess aewsome. Cool, but I don't understand what you prepped versus what played out. At the level you present, I'd have made a few bullet points, collected a rogues gallery of foes from my files (books, etc), and made some maos of places I thought might be interesting to fight in. Of that, the first would have been 10-15 tops, the second about 30 mins (using KFC), and the last variable on if I had stuff already, but probably 2 hours if I have to make a few. I think this is a c&p oops. My answer is above. [/QUOTE]
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