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General Tabletop Discussion
*Pathfinder & Starfinder
"Narrative Options" mechanical?
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<blockquote data-quote="sheadunne" data-source="post: 6153240" data-attributes="member: 27570"><p>I have conflicting interests in gaming. When I run games, I want to improvise. I don't care about the rules and am more concerned with providing players with the capacity to achieve their goals. When I'm playing, I'm the opposite. I care about the details, rules, and abilities I have. This conflict between playing and running has been a pain in my butt for years, since there really isn't a good system that helps to resolve that conflict (detailed player side, light DM side). I certainly don't expect D&D to resolve it, but I would like it to start heading in that direction. </p><p></p><p>Reframing authority allows players to shape the game world. In an average game, I have 4 players around the table. If I ask them each to describe an apple, they would each give me a similar yet different description of the apple (some that it's green, others red, and others say that it's really an orange). Why not allow each to imagine the apple as they want, rather than how I choose the apple to look? The ownership of the game is in everyone's hands, but as a DM I feel I have the least interest in how that apple looks, since I'm not interacting with it, the players are. (How about them apples.) If only half the players get to describe the apple, while the others have to use my description or the other players' description, it seems there's an imbalance. To correct that imbalance, I can create narrative tools that require resources to change the narrative (or I can remove all narrative changing from the game). If those resources are measured equally in cost expenditure, then reframing is a matter of who has more invested interest in what type of scene it is. If the wizard really wants a comedy scene he can spend his resources (spells) on changing the orcs into chickens. If the fighter wants a 300 scene (Sparta!), he can equally spend resources changing it. The challenging part is balancing the cost and nature of those abilities from a player side, and creating tools that allow the DM to respond quickly and easily to the changed scene. I think that 3x is the most difficult system out of the box to run that sort of game. A DM who has a large amount of experience in 3x can certainly manage it (and will often work on changing parts of the system to make it easier), but an inexperienced DM will find it difficult to manage narrative changes. This isn't a flaw in the system, since it wasn't designed to do what I want to do with it. </p><p></p><p>Anyway, there you go. I'm a lazy DM who wants to improvise and put narrative tools in the player's hands so that I can continue being a lazy DM. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="sheadunne, post: 6153240, member: 27570"] I have conflicting interests in gaming. When I run games, I want to improvise. I don't care about the rules and am more concerned with providing players with the capacity to achieve their goals. When I'm playing, I'm the opposite. I care about the details, rules, and abilities I have. This conflict between playing and running has been a pain in my butt for years, since there really isn't a good system that helps to resolve that conflict (detailed player side, light DM side). I certainly don't expect D&D to resolve it, but I would like it to start heading in that direction. Reframing authority allows players to shape the game world. In an average game, I have 4 players around the table. If I ask them each to describe an apple, they would each give me a similar yet different description of the apple (some that it's green, others red, and others say that it's really an orange). Why not allow each to imagine the apple as they want, rather than how I choose the apple to look? The ownership of the game is in everyone's hands, but as a DM I feel I have the least interest in how that apple looks, since I'm not interacting with it, the players are. (How about them apples.) If only half the players get to describe the apple, while the others have to use my description or the other players' description, it seems there's an imbalance. To correct that imbalance, I can create narrative tools that require resources to change the narrative (or I can remove all narrative changing from the game). If those resources are measured equally in cost expenditure, then reframing is a matter of who has more invested interest in what type of scene it is. If the wizard really wants a comedy scene he can spend his resources (spells) on changing the orcs into chickens. If the fighter wants a 300 scene (Sparta!), he can equally spend resources changing it. The challenging part is balancing the cost and nature of those abilities from a player side, and creating tools that allow the DM to respond quickly and easily to the changed scene. I think that 3x is the most difficult system out of the box to run that sort of game. A DM who has a large amount of experience in 3x can certainly manage it (and will often work on changing parts of the system to make it easier), but an inexperienced DM will find it difficult to manage narrative changes. This isn't a flaw in the system, since it wasn't designed to do what I want to do with it. Anyway, there you go. I'm a lazy DM who wants to improvise and put narrative tools in the player's hands so that I can continue being a lazy DM. :) [/QUOTE]
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