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<blockquote data-quote="AbdulAlhazred" data-source="post: 8130409" data-attributes="member: 82106"><p>Doh!</p><p></p><p>Well, yes, there can be disputes in ANY game. I'm not sure what APs do to solve some of those basic "what happened when I tried to do X?" disputes. They generally arise due to unclear understanding (lack of consensus on) what the fictional positioning (or in the orc case LITERAL positioning) is... </p><p>The other examples, yes, an AP/Module will at least absolve the local DM of responsibility, he can always say that "this is how much treasure is in the module" or "the module says this boss does X, I didn't write it." Of course the table may or may not buy that! </p><p></p><p>I think a more narrative approach is likely to avoid some of the basic confusion problems, or at least often resolve them more like "Oh, I guess we can go with that interpretation, whatever..." since everyone is likely to have some further input down the line that can get them what they wanted anyway. And yes, ideally you would never have an NPC 'bossing the party around' except as part of some framing they invited to start with. However, there is no specific guarantee that the players will LIKE the framing they get. I mean, GMs can misjudge or just be bad at that part of their job... </p><p></p><p>I think there's elements of play that go smoother with a more narrative kind of game that is thus less 'id', but I suspect there's sort of a 'law of preservation of conflict' that operates. If the people at the table don't mesh, no set of rules is going to fix that, they're just going to argue over different things...</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 8130409, member: 82106"] Doh! Well, yes, there can be disputes in ANY game. I'm not sure what APs do to solve some of those basic "what happened when I tried to do X?" disputes. They generally arise due to unclear understanding (lack of consensus on) what the fictional positioning (or in the orc case LITERAL positioning) is... The other examples, yes, an AP/Module will at least absolve the local DM of responsibility, he can always say that "this is how much treasure is in the module" or "the module says this boss does X, I didn't write it." Of course the table may or may not buy that! I think a more narrative approach is likely to avoid some of the basic confusion problems, or at least often resolve them more like "Oh, I guess we can go with that interpretation, whatever..." since everyone is likely to have some further input down the line that can get them what they wanted anyway. And yes, ideally you would never have an NPC 'bossing the party around' except as part of some framing they invited to start with. However, there is no specific guarantee that the players will LIKE the framing they get. I mean, GMs can misjudge or just be bad at that part of their job... I think there's elements of play that go smoother with a more narrative kind of game that is thus less 'id', but I suspect there's sort of a 'law of preservation of conflict' that operates. If the people at the table don't mesh, no set of rules is going to fix that, they're just going to argue over different things... [/QUOTE]
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