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General Tabletop Discussion
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Letting Players Narrate in the Game?
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<blockquote data-quote="ProfessorCirno" data-source="post: 5341963" data-attributes="member: 65637"><p>One thing I've been considering is giving each player a "fortune" point at the start of every adventure that they can use in said adventure. The "fortune" point allows them to <em>override</em> me (though I'm still allowed to say "That isn't going to fly" if things get too out of control) in a nicely creative way, or suddenly add something new to the scene.</p><p></p><p>For example, say they're surrounded by guards and about to be sent to prison, where they will no doubt have a prison break because that's just how things work. One player doesn't want to do all that, and instead uses his fortune point and declares that a parade is passing through that they use as a cover to escape the guards. I say "Sounds good!" and bam, parade. Later, they're cornered by the emperor of the area, a gold dragon who is permanently in human shape due to a ritual that bound all the dragon clans together. They obviously want to get the hell out of dodge! They look through their equipment, think about things...and then one player announces that there's suddenly a series of explosions and the floor begins to shake and shift - saboteurs from the empire of the Red Family have hit the building, and it's begun collapsing!</p><p></p><p>Not only does this give me future plot hooks (Guess who's been connected to the saboteurs? Guess which emperor is a lot more willing to to turn to drastic measures in his war?), it gives them a chance to flex their creative muscles and paint a daring escape or victorious ambush in a way they think is most awesome. If they have no interest, they can merely choose not to spend the point.</p></blockquote><p></p>
[QUOTE="ProfessorCirno, post: 5341963, member: 65637"] One thing I've been considering is giving each player a "fortune" point at the start of every adventure that they can use in said adventure. The "fortune" point allows them to [I]override[/I] me (though I'm still allowed to say "That isn't going to fly" if things get too out of control) in a nicely creative way, or suddenly add something new to the scene. For example, say they're surrounded by guards and about to be sent to prison, where they will no doubt have a prison break because that's just how things work. One player doesn't want to do all that, and instead uses his fortune point and declares that a parade is passing through that they use as a cover to escape the guards. I say "Sounds good!" and bam, parade. Later, they're cornered by the emperor of the area, a gold dragon who is permanently in human shape due to a ritual that bound all the dragon clans together. They obviously want to get the hell out of dodge! They look through their equipment, think about things...and then one player announces that there's suddenly a series of explosions and the floor begins to shake and shift - saboteurs from the empire of the Red Family have hit the building, and it's begun collapsing! Not only does this give me future plot hooks (Guess who's been connected to the saboteurs? Guess which emperor is a lot more willing to to turn to drastic measures in his war?), it gives them a chance to flex their creative muscles and paint a daring escape or victorious ambush in a way they think is most awesome. If they have no interest, they can merely choose not to spend the point. [/QUOTE]
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