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General Tabletop Discussion
*TTRPGs General
"Oddities" in fantasy settings - the case against "consistency"
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<blockquote data-quote="Manbearcat" data-source="post: 9253315" data-attributes="member: 6696971"><p>Speaking for myself in the subject (as I’m one of the people pemerton discusses these things with), the way I learned to GM these games was very much Karate Kid like. I was learning and repping the fundamentals and I didn’t even know.</p><p></p><p>At 7 I started creating and GMing Basic dungeoncrawls. When Wandering Monsters “hit,” that is sort of like GMing a “Twist” in BW/MG/TB parlance. You’ve got to ground the situation with compelling backstory/provocative material for players to engage with in-situ. If NPC Reaction Roll simultaneously “hits” an unorthodox reaction for the creature/situation? Well, that is “this Twist goes to 11” territory. Those types of things demanded a type and amount (and, through repping that, grooms it within the GM) of cognitive agility that would serve me tremendously later.</p><p></p><p>I’d recommend that starting point for anyone to be honest. I’d also remove the Jedi/Padawan relationship that D&D was known for at that time as the significant amount of “Jedi GMing instruction” (+ castigating and persecution…don’t forget that!) that I was getting at that time would have been actively harmful if I would have onboarded and operationalized it for both the kind of dungeon/hexcrawling I was doing back then (and wanted to keeping doing and improving at) and the later Story Now games I would be running.</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 9253315, member: 6696971"] Speaking for myself in the subject (as I’m one of the people pemerton discusses these things with), the way I learned to GM these games was very much Karate Kid like. I was learning and repping the fundamentals and I didn’t even know. At 7 I started creating and GMing Basic dungeoncrawls. When Wandering Monsters “hit,” that is sort of like GMing a “Twist” in BW/MG/TB parlance. You’ve got to ground the situation with compelling backstory/provocative material for players to engage with in-situ. If NPC Reaction Roll simultaneously “hits” an unorthodox reaction for the creature/situation? Well, that is “this Twist goes to 11” territory. Those types of things demanded a type and amount (and, through repping that, grooms it within the GM) of cognitive agility that would serve me tremendously later. I’d recommend that starting point for anyone to be honest. I’d also remove the Jedi/Padawan relationship that D&D was known for at that time as the significant amount of “Jedi GMing instruction” (+ castigating and persecution…don’t forget that!) that I was getting at that time would have been actively harmful if I would have onboarded and operationalized it for both the kind of dungeon/hexcrawling I was doing back then (and wanted to keeping doing and improving at) and the later Story Now games I would be running. [/QUOTE]
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"Oddities" in fantasy settings - the case against "consistency"
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