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<blockquote data-quote="Barastrondo" data-source="post: 4893796" data-attributes="member: 3820"><p>I do, though I think (and admittedly this is just me guessing at what they do with DMG2) that you won't see anything like the group collaboratively deciding what your character does by outvoting you or something like that. Nor do I believe that you'll see pre-written scenes or the like.</p><p></p><p>Rather, I think you may see more discussion of selecting your character motivations with the other PCs in mind so that you're all working together instead of pulling in different directions. Or taking sequences where you "lose" (like losing a combat) and working them into a larger sense of climax and building tension rather than assuming the campaign's over at that point. Or thinking about your character's motivations as something that may change in advance; like, for instance, saying "my character rebels against his oppressive family but as he gets to high levels I'd like him to find some people that he feels responsible to take care of, becoming more of a more positive patriarchal figure than his own family had." Or discussing genre tropes so that the party might not do the "traditional D&D thing" but might do "the genre thing," and deal with appropriate setbacks and triumphs.</p><p></p><p>That's how I'd handle it, anyway. Collaborative storytelling to me has never involved pre-determined outcomes. Lord knows I've worked on enough Storyteller and Storytelling games to see how a game that's broken up into "scenes" and "stories" and "chronicles" can still have no kind of predetermined end — just a tree of possible events that utilize narrative conventions rather than location exploration.</p></blockquote><p></p>
[QUOTE="Barastrondo, post: 4893796, member: 3820"] I do, though I think (and admittedly this is just me guessing at what they do with DMG2) that you won't see anything like the group collaboratively deciding what your character does by outvoting you or something like that. Nor do I believe that you'll see pre-written scenes or the like. Rather, I think you may see more discussion of selecting your character motivations with the other PCs in mind so that you're all working together instead of pulling in different directions. Or taking sequences where you "lose" (like losing a combat) and working them into a larger sense of climax and building tension rather than assuming the campaign's over at that point. Or thinking about your character's motivations as something that may change in advance; like, for instance, saying "my character rebels against his oppressive family but as he gets to high levels I'd like him to find some people that he feels responsible to take care of, becoming more of a more positive patriarchal figure than his own family had." Or discussing genre tropes so that the party might not do the "traditional D&D thing" but might do "the genre thing," and deal with appropriate setbacks and triumphs. That's how I'd handle it, anyway. Collaborative storytelling to me has never involved pre-determined outcomes. Lord knows I've worked on enough Storyteller and Storytelling games to see how a game that's broken up into "scenes" and "stories" and "chronicles" can still have no kind of predetermined end — just a tree of possible events that utilize narrative conventions rather than location exploration. [/QUOTE]
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