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*Dungeons & Dragons
Persuasion - How powerful do you allow it to be?
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<blockquote data-quote="Campbell" data-source="post: 7646531" data-attributes="member: 16586"><p>When I speak of curation it is not an accusation. I am in no means implying that you offer a fully curated experience or even circumvent the rules of the game nor am I implying that curation in the general sense leads to a poor experience. However language like basic storytelling, plot hooks, big reveals, missions that you send them on, and even backstory implies a degree of curation to me even if your players generally follow your lead. They are simply helping to curate the experience. Prepared material is a feature of some Story Now games including Sorcerer, Blades in the Dark, and Apocalypse World. It is also a feature of most strictly gamist play like Moldvay B/X which is definitely not curated. Nor am I implying that prepared details of the fiction even when it impacts resolution are signs of curation. For me curation starts when we start deciding or designing our prep with an eye towards how it should be engaged or to invoke a specific reaction.</p><p></p><p>When I GM I do not view it as my role to be a teller of stories. I would never get to experience the story as it unfolds if that were my aim. I try to have as little expectation of how players should engage with my prepared material as possible. I strive to be curious. I prep people, places, and motivations. Never events. I view it as my duty to provide opportunities for player characters to pursue their goals and engage in meaningful protagonism. I offer opportunities, but follow their lead. I suppose there is a level of curation in offering antagonism, but I strive to keep it honest and approach the fiction with curiosity. That's why GMing principles are so important to me. They help me stay disciplined so we can all find out what happens together.</p><p></p><p>I also wanted to broach another subject that seems to keep coming up in these threads. You seem to confuse player currencies that impact the fiction with Story Now play quite often. It is not the case that this is a general feature of Story Now play. Sorcerer, Apocalypse World, and Monsterhearts lack such currencies. Exalted, 5e, Mutants and Masterminds, and Pathfinder include such currencies. Also degree of correspondence to the fiction varies. In Masks for example Team corresponds to cohesiveness and is determined by fictional positioning. To use it you must declare how you are helping a team member. Stress in Blades in the Dark represents the strain of the crew members efforts and must be removed by engaging in their vice during downtime. Hero Points in Pathfinder and Inspiration in 5e have very little correspondence to the fiction and those hardly Story Now games.</p></blockquote><p></p>
[QUOTE="Campbell, post: 7646531, member: 16586"] When I speak of curation it is not an accusation. I am in no means implying that you offer a fully curated experience or even circumvent the rules of the game nor am I implying that curation in the general sense leads to a poor experience. However language like basic storytelling, plot hooks, big reveals, missions that you send them on, and even backstory implies a degree of curation to me even if your players generally follow your lead. They are simply helping to curate the experience. Prepared material is a feature of some Story Now games including Sorcerer, Blades in the Dark, and Apocalypse World. It is also a feature of most strictly gamist play like Moldvay B/X which is definitely not curated. Nor am I implying that prepared details of the fiction even when it impacts resolution are signs of curation. For me curation starts when we start deciding or designing our prep with an eye towards how it should be engaged or to invoke a specific reaction. When I GM I do not view it as my role to be a teller of stories. I would never get to experience the story as it unfolds if that were my aim. I try to have as little expectation of how players should engage with my prepared material as possible. I strive to be curious. I prep people, places, and motivations. Never events. I view it as my duty to provide opportunities for player characters to pursue their goals and engage in meaningful protagonism. I offer opportunities, but follow their lead. I suppose there is a level of curation in offering antagonism, but I strive to keep it honest and approach the fiction with curiosity. That's why GMing principles are so important to me. They help me stay disciplined so we can all find out what happens together. I also wanted to broach another subject that seems to keep coming up in these threads. You seem to confuse player currencies that impact the fiction with Story Now play quite often. It is not the case that this is a general feature of Story Now play. Sorcerer, Apocalypse World, and Monsterhearts lack such currencies. Exalted, 5e, Mutants and Masterminds, and Pathfinder include such currencies. Also degree of correspondence to the fiction varies. In Masks for example Team corresponds to cohesiveness and is determined by fictional positioning. To use it you must declare how you are helping a team member. Stress in Blades in the Dark represents the strain of the crew members efforts and must be removed by engaging in their vice during downtime. Hero Points in Pathfinder and Inspiration in 5e have very little correspondence to the fiction and those hardly Story Now games. [/QUOTE]
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