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Let's talk about "plot", "story", and "play to find out."
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<blockquote data-quote="hawkeyefan" data-source="post: 9844348" data-attributes="member: 6785785"><p>I think there’s advice in the book for the GM to turn to the players if they’re struggling with ideas. I don’t think it’s meant as standard practice, but its presence certainly implies at least a more permissive attitude toward this type of thing. Combine that with other elements… Devil’s Bargains, Flashbacks, players choosing Actions… and I can understand why some folks take a more loose approach to that kind of thing. </p><p></p><p>Personally, I don’t like the “writers’ room” label because I think there are a lot of things being overlooked. </p><p></p><p>I’ve recently started playing a game of Ironsworn. It’s me and two other players and we’re playing GMless. We figured it’d be an interesting thing to try. It’s turned out to be a lot more fun and engaging than each of us was expecting. </p><p></p><p>It involves collaboration between the three of us and some input from the different Oracles the book provides, which are random tables to help shape the fiction. Even this game, which necessarily involves collaboration, doesn’t feel like a writers’ room to me. Yes, we shape situations and we determine what NPCs may do and the consequences of actions and all that… but the system has so much say that it does not feel like things are in our control. </p><p></p><p>We’re also collectively much tougher on the PCs than any of us would be as a GM… which is kind of surprising.</p></blockquote><p></p>
[QUOTE="hawkeyefan, post: 9844348, member: 6785785"] I think there’s advice in the book for the GM to turn to the players if they’re struggling with ideas. I don’t think it’s meant as standard practice, but its presence certainly implies at least a more permissive attitude toward this type of thing. Combine that with other elements… Devil’s Bargains, Flashbacks, players choosing Actions… and I can understand why some folks take a more loose approach to that kind of thing. Personally, I don’t like the “writers’ room” label because I think there are a lot of things being overlooked. I’ve recently started playing a game of Ironsworn. It’s me and two other players and we’re playing GMless. We figured it’d be an interesting thing to try. It’s turned out to be a lot more fun and engaging than each of us was expecting. It involves collaboration between the three of us and some input from the different Oracles the book provides, which are random tables to help shape the fiction. Even this game, which necessarily involves collaboration, doesn’t feel like a writers’ room to me. Yes, we shape situations and we determine what NPCs may do and the consequences of actions and all that… but the system has so much say that it does not feel like things are in our control. We’re also collectively much tougher on the PCs than any of us would be as a GM… which is kind of surprising. [/QUOTE]
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