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General Tabletop Discussion
*TTRPGs General
Let's talk about "plot", "story", and "play to find out."
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<blockquote data-quote="zakael19" data-source="post: 9850203" data-attributes="member: 7044099"><p>You play to find out <em>the answer to things. </em></p><p></p><p>No idea where you're coming from here. Pretty much every game that builds "play to find out" as the core of its ethos has the GM front pressures (AW Threats, DW Fronts, BITD factions and clocks, Daggerheart Campaign Countdowns).</p><p></p><p>We play to find out what the players do, or dont do, faced with those situations. How the pressures escalate and how they handle that. How their own goals and priorities run into the premise and core of play pressing back.</p><p></p><p>If you're playing AW, and you have a Threat, you've most likely built some sort of Countdown Clock. We play to find out, in the specific sub-case of this Threat, what will happen with how it imposes itself on the player's periphery.</p><p></p><p>To quote from AW1e:</p><p></p><p></p><p></p><p>THAT'S what I'm talking about. The GM creates stuff, often with an end point (which may or may not be <em>directly</em> aimed at the players), and with those "if's" in place where relevant. We don't proscribe <em>player inputs</em>, but we do prep what happens in the world. When the Faction Clock completes, the Red Sashes go to war with the player's allies. When the Threat Countdown progresses Badness shows up.</p><p></p><p>Then we see what happens.</p></blockquote><p></p>
[QUOTE="zakael19, post: 9850203, member: 7044099"] You play to find out [I]the answer to things. [/I] No idea where you're coming from here. Pretty much every game that builds "play to find out" as the core of its ethos has the GM front pressures (AW Threats, DW Fronts, BITD factions and clocks, Daggerheart Campaign Countdowns). We play to find out what the players do, or dont do, faced with those situations. How the pressures escalate and how they handle that. How their own goals and priorities run into the premise and core of play pressing back. If you're playing AW, and you have a Threat, you've most likely built some sort of Countdown Clock. We play to find out, in the specific sub-case of this Threat, what will happen with how it imposes itself on the player's periphery. To quote from AW1e: THAT'S what I'm talking about. The GM creates stuff, often with an end point (which may or may not be [I]directly[/I] aimed at the players), and with those "if's" in place where relevant. We don't proscribe [I]player inputs[/I], but we do prep what happens in the world. When the Faction Clock completes, the Red Sashes go to war with the player's allies. When the Threat Countdown progresses Badness shows up. Then we see what happens. [/QUOTE]
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Let's talk about "plot", "story", and "play to find out."
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