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General Tabletop Discussion
*TTRPGs General
Judgement calls vs "railroading"
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<blockquote data-quote="Manbearcat" data-source="post: 7104055" data-attributes="member: 6696971"><p>1) See my post above to [MENTION=16814]Ovinomancer[/MENTION]. I wasn't asserting my own opinion. I was soliciting yours. I may not have framed things in a way to get that across.</p><p></p><p>When you say "Story Now games sort of have a higher incidence of coincidences like this," that is exactly correct. Table time for the players and on-screen time for the fiction should be spent "on the action". Baker's axiom for this in Dogs is "at every moment, drive play toward conflict."</p><p></p><p>But I was asking you personally about it because I've seen a lot of concern for "realism fidelity" and "table time/on-screen time exclusively spent on 'the action' " aversion throughout this thread (not necessarily all from you).</p><p></p><p>2) See my post directly above to Ovinomancer on GMing this scenario. To help, I'm going to give you some Dog's specific GMing direction straight from Vincent Baker:</p><p></p><p>a) "Follow the players' lead about what's important and what's not."</p><p></p><p>b) When you create The Towns, "something's wrong (Pride, Sin, False Doctrine, False Priesthood, Hate & Murder), of course...that's what makes the game interesting."</p><p></p><p>c) Setup; "you need some NPCS with claims to the PCs time, some NPCs who can't ignore the PCs' arrival, some NPCs who've done harm, but <strong><em>for reasons anybody could understand</em></strong>."</p><p></p><p>d) Don't have plot points in mind beforehand..."don't play the story". Just play The Town. Present the PC's with choices; "provoke the players to have their characters take action then...react (with your NPCs/The Town)!" Always do this to keep play driven toward conflict, over and over, escalating as necessary, until all conflict in The Town is resolved. (DitV 137-139)</p><p></p><p>e) Reflect between Towns with the players. Use what they've gained, lost, and given you to "push them a little bit further in the next Town."</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 7104055, member: 6696971"] 1) See my post above to [MENTION=16814]Ovinomancer[/MENTION]. I wasn't asserting my own opinion. I was soliciting yours. I may not have framed things in a way to get that across. When you say "Story Now games sort of have a higher incidence of coincidences like this," that is exactly correct. Table time for the players and on-screen time for the fiction should be spent "on the action". Baker's axiom for this in Dogs is "at every moment, drive play toward conflict." But I was asking you personally about it because I've seen a lot of concern for "realism fidelity" and "table time/on-screen time exclusively spent on 'the action' " aversion throughout this thread (not necessarily all from you). 2) See my post directly above to Ovinomancer on GMing this scenario. To help, I'm going to give you some Dog's specific GMing direction straight from Vincent Baker: a) "Follow the players' lead about what's important and what's not." b) When you create The Towns, "something's wrong (Pride, Sin, False Doctrine, False Priesthood, Hate & Murder), of course...that's what makes the game interesting." c) Setup; "you need some NPCS with claims to the PCs time, some NPCs who can't ignore the PCs' arrival, some NPCs who've done harm, but [B][I]for reasons anybody could understand[/I][/B]." d) Don't have plot points in mind beforehand..."don't play the story". Just play The Town. Present the PC's with choices; "provoke the players to have their characters take action then...react (with your NPCs/The Town)!" Always do this to keep play driven toward conflict, over and over, escalating as necessary, until all conflict in The Town is resolved. (DitV 137-139) e) Reflect between Towns with the players. Use what they've gained, lost, and given you to "push them a little bit further in the next Town." [/QUOTE]
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