innerdude
Legend
So after a sharp right into PbtA GM-ing with Ironsworn this year, I'm going to be running an FFG Star Wars game starting in January.
And I'm actually a bit nervous about it, because I haven't flexed those GM muscles in a while.
In the "Apocalypse World" thread from earlier this year, I brought up the idea that to me, "trad" play carries a large aspect of illusionism most of the time. The GM is assumed to have so much control, that it's almost unavoidable.
For me the question becomes, how can I be principled in applying player agency and avoiding hidden backstory while still recognizing that the FFG system assumes a mostly "trad" campaign style?
What techniques and approaches I should use to make sure the campaign is engaging and has meaningful structure, without turning it into a constant stream of "play to find out what's in the GM's notes"?
And I'm actually a bit nervous about it, because I haven't flexed those GM muscles in a while.
In the "Apocalypse World" thread from earlier this year, I brought up the idea that to me, "trad" play carries a large aspect of illusionism most of the time. The GM is assumed to have so much control, that it's almost unavoidable.
For me the question becomes, how can I be principled in applying player agency and avoiding hidden backstory while still recognizing that the FFG system assumes a mostly "trad" campaign style?
What techniques and approaches I should use to make sure the campaign is engaging and has meaningful structure, without turning it into a constant stream of "play to find out what's in the GM's notes"?