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Judgement calls vs "railroading"
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<blockquote data-quote="pemerton" data-source="post: 7059173" data-attributes="member: 42582"><p>Can you elaborate on what you mean by <em>steps of the campaign</em>?</p><p></p><p>As I experience it, an event in a campaign - a moment of action, an encounter, a scene/situation - has threemain elements: the framing (in a classic module, this is where the GM reads out the boxed text)[ the action declarations by the players for their PCs; the resolution of those actions.</p><p></p><p>At each step, new fiction comes into the shared fiction: (1) the GM introduces the fiction that constitutes the framing; (2) the players introduce the fiction that constitutes their PCs efforts to get what they want; (3) if the players' checks succeed, not only the PCs' efforts but their <em>aspirations</em> become part of the fiction; if the players' checks fail, then the GM introduces new fiction that gives effect to that failure. And of course the (3) of scene A feeds into the (1) of scene B.</p><p></p><p>Part of what I think makes a game player-driven is that when the GM is doing stuff at (1) and (3), s/he is <em>following the lead of the players</em> - so the framing a situation that speaks to concerns that the players have signalled (formally eg via beliefs, flaws etc, or informally) throug build and play; and, in narrating consequences, doing so in a way that puts those same concerns under pressure (eg as with the discovery of the cursed arrows).</p><p></p><p>I don't know if you would describe that as <em>the players literally determining every step of the campaign</em>; I wouldn't, because the GM is determining some things. But I would still describe it as player-driven, because the GM is following the players leads in doing the bits that s/he does.</p><p></p><p>The first sentence is true for me. But I'm not sure what the "script" is. It sounds like the steps (3) above are known in advance, but mahybe that's not what you mean.</p></blockquote><p></p>
[QUOTE="pemerton, post: 7059173, member: 42582"] Can you elaborate on what you mean by [I]steps of the campaign[/I]? As I experience it, an event in a campaign - a moment of action, an encounter, a scene/situation - has threemain elements: the framing (in a classic module, this is where the GM reads out the boxed text)[ the action declarations by the players for their PCs; the resolution of those actions. At each step, new fiction comes into the shared fiction: (1) the GM introduces the fiction that constitutes the framing; (2) the players introduce the fiction that constitutes their PCs efforts to get what they want; (3) if the players' checks succeed, not only the PCs' efforts but their [I]aspirations[/I] become part of the fiction; if the players' checks fail, then the GM introduces new fiction that gives effect to that failure. And of course the (3) of scene A feeds into the (1) of scene B. Part of what I think makes a game player-driven is that when the GM is doing stuff at (1) and (3), s/he is [I]following the lead of the players[/I] - so the framing a situation that speaks to concerns that the players have signalled (formally eg via beliefs, flaws etc, or informally) throug build and play; and, in narrating consequences, doing so in a way that puts those same concerns under pressure (eg as with the discovery of the cursed arrows). I don't know if you would describe that as [I]the players literally determining every step of the campaign[/I]; I wouldn't, because the GM is determining some things. But I would still describe it as player-driven, because the GM is following the players leads in doing the bits that s/he does. The first sentence is true for me. But I'm not sure what the "script" is. It sounds like the steps (3) above are known in advance, but mahybe that's not what you mean. [/QUOTE]
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