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Judgement calls vs "railroading"
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<blockquote data-quote="Campbell" data-source="post: 7064658" data-attributes="member: 16586"><p>[MENTION=29398]Lanefan[/MENTION],</p><p></p><p>I absolutely meant to provide a three way contrast between GM as referee, GM as storyteller, and GM as Master of Ceremonies. I thought that most people would have a better grasp on the distinction between GM as referee and GM as storyteller, and wanted to focus on GM as MC. Here's what I see as the meaningful distinctions between GM as referee and GM as storyteller:</p><ul> <li data-xf-list-type="ul">A referee is careful to never purposefully bias their rulings towards particular outcomes. When they step in to make a ruling they do so only to maintain the integrity of the fiction. They also are careful to be as transparent as possible about their rulings to ensure that players can make meaningful decisions. They also have a deep respect for the rules of the game, and only step in when their expert knowledge applies.</li> <li data-xf-list-type="ul">A storyteller very much wants to bias outcomes towards what they would feel would make the best story. It is the integrity of the fiction that matters to them, but the integrity of their story. Meaningful decision making is not a priority for them. Sometimes the point is to make players feel powerless. The rules are only there as a tool for them.</li> <li data-xf-list-type="ul">A referee uses dungeons, modules or scenarios, never adventures. The difference is that the game content never assumes what actions players will or should take. Who they ally with, who their enemies are, what they decide to do in any moment of play is entirely on them. In a war game there is no figuring out what you should do. Only decision and consequence. Lateral decision making is the order of the day.</li> <li data-xf-list-type="ul">While a storyteller might use adventures with branching paths there is absolutely a path or set of paths players are assumed to follow. In play this feels very much like playing an adventure game. The players' job is to hunt for the story and provide color to the proceedings. If you get to far off the path, they will either nudge or push you back on it.</li> <li data-xf-list-type="ul">In a war game you engage with the world for your character's own purposes. You get to decide what those are.</li> <li data-xf-list-type="ul">A storyteller's game involves being obliged to explore the setting and story as an end in itself. It's the GM's creativity on display after all.</li> <li data-xf-list-type="ul">A wargame is absolutely played to find out what happens. This is anathema to the storyteller.</li> </ul><p></p><p>Obviously, I am making broad statements here. A person's particular approach might to differ. My points of reference here are Moldvay B/X and Vampire: The Masquerade, both played according to the text. If you don't have access to Vampire, AD&D 2e makes a reasonable substitute.</p></blockquote><p></p>
[QUOTE="Campbell, post: 7064658, member: 16586"] [MENTION=29398]Lanefan[/MENTION], I absolutely meant to provide a three way contrast between GM as referee, GM as storyteller, and GM as Master of Ceremonies. I thought that most people would have a better grasp on the distinction between GM as referee and GM as storyteller, and wanted to focus on GM as MC. Here's what I see as the meaningful distinctions between GM as referee and GM as storyteller: [LIST] [*]A referee is careful to never purposefully bias their rulings towards particular outcomes. When they step in to make a ruling they do so only to maintain the integrity of the fiction. They also are careful to be as transparent as possible about their rulings to ensure that players can make meaningful decisions. They also have a deep respect for the rules of the game, and only step in when their expert knowledge applies. [*]A storyteller very much wants to bias outcomes towards what they would feel would make the best story. It is the integrity of the fiction that matters to them, but the integrity of their story. Meaningful decision making is not a priority for them. Sometimes the point is to make players feel powerless. The rules are only there as a tool for them. [*]A referee uses dungeons, modules or scenarios, never adventures. The difference is that the game content never assumes what actions players will or should take. Who they ally with, who their enemies are, what they decide to do in any moment of play is entirely on them. In a war game there is no figuring out what you should do. Only decision and consequence. Lateral decision making is the order of the day. [*]While a storyteller might use adventures with branching paths there is absolutely a path or set of paths players are assumed to follow. In play this feels very much like playing an adventure game. The players' job is to hunt for the story and provide color to the proceedings. If you get to far off the path, they will either nudge or push you back on it. [*]In a war game you engage with the world for your character's own purposes. You get to decide what those are. [*]A storyteller's game involves being obliged to explore the setting and story as an end in itself. It's the GM's creativity on display after all. [*]A wargame is absolutely played to find out what happens. This is anathema to the storyteller. [/LIST] Obviously, I am making broad statements here. A person's particular approach might to differ. My points of reference here are Moldvay B/X and Vampire: The Masquerade, both played according to the text. If you don't have access to Vampire, AD&D 2e makes a reasonable substitute. [/QUOTE]
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