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Pemertonian Scene Framing and 4e DMing Restarted
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<blockquote data-quote="Kurtomatic" data-source="post: 6091335" data-attributes="member: 85486"><p>No worries, I'm not advancing any one-wayism. My preferred approach is focused on achieving outcomes and bringing the largest tool box I can carry to the table to create those outcomes. </p><p></p><p>So regarding immersion through simulation (which is only just one flavor of immersion), process is only one of a number of ways to create a simulation; simulation is bigger than just procedure (see Turing test). Simulation is about imitating a target model, and the classic fantasy RPG sandbox is only one of many possible models to choose from. That level of navel-gazing is fine, but what really counts is quality time at the table; everything else is in service of that.</p><p></p><p>No-myth sounds like a lot of fun, and it's something I'd be willing to try as a player. As a GM, however, I simply don't have a quorum of players that are well-suited to that level of commitment to the narrative. Just as you say. Ultimately, I'm looking for ways to hybridize techniques like scene-framing into a more traditional D&D table. Perhaps even subvert the procedural elements to some degree, without wearing a "This is an INDIE GAME NOW BIOTCHES!" t-shirt. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" /></p><p></p><p>One of the practical obstacles to the old-school sandbox is player engagement. Without some kind of story-whip driving them around, some players can become lost in decision paralysis. This isn't turtling, usually simple inertia. It seems to me that the genius of scene-framing, bangs, etc, is empowering the DM to inject momentum into the game while still driving the narrative from player choices. I've been looking for ways to drive player engagement (momentum) through character advocacy, hence my interest is this thread.</p></blockquote><p></p>
[QUOTE="Kurtomatic, post: 6091335, member: 85486"] No worries, I'm not advancing any one-wayism. My preferred approach is focused on achieving outcomes and bringing the largest tool box I can carry to the table to create those outcomes. So regarding immersion through simulation (which is only just one flavor of immersion), process is only one of a number of ways to create a simulation; simulation is bigger than just procedure (see Turing test). Simulation is about imitating a target model, and the classic fantasy RPG sandbox is only one of many possible models to choose from. That level of navel-gazing is fine, but what really counts is quality time at the table; everything else is in service of that. No-myth sounds like a lot of fun, and it's something I'd be willing to try as a player. As a GM, however, I simply don't have a quorum of players that are well-suited to that level of commitment to the narrative. Just as you say. Ultimately, I'm looking for ways to hybridize techniques like scene-framing into a more traditional D&D table. Perhaps even subvert the procedural elements to some degree, without wearing a "This is an INDIE GAME NOW BIOTCHES!" t-shirt. ;) One of the practical obstacles to the old-school sandbox is player engagement. Without some kind of story-whip driving them around, some players can become lost in decision paralysis. This isn't turtling, usually simple inertia. It seems to me that the genius of scene-framing, bangs, etc, is empowering the DM to inject momentum into the game while still driving the narrative from player choices. I've been looking for ways to drive player engagement (momentum) through character advocacy, hence my interest is this thread. [/QUOTE]
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