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<blockquote data-quote="AbdulAlhazred" data-source="post: 8970960" data-attributes="member: 82106"><p>Well.... sort of. I mean, this is the basic thesis of Star Trek, right? I mean, Star Fleet Command orders the Enterprise to go to Planet P and do things X, Y, and Z. Yet somehow Kirk is in charge and does whatever HE thinks is best, even if he sometimes has to directly contravene his orders. He seems to have a LOT of leeway! Certainly in a narrative type RPG sense he's plenty empowered to address the themes in play. Or take the other goto example, Stargate SG1, where the team certainly have missions and objectives in the context of a greater whole, but yet they somehow manage to do their own thing, make decisions, and evolve as characters. In both of these cases I would expect that the GM represents Star Fleet Command, or the SG1 commander (whatever that bald guy was called). </p><p></p><p>Of course, there are similar formats you could go with that don't rely on a 'higher command' like Night Stalker, or something. You can still run quite an involved campaign in this sort of milieu where the GM throws stuff at the characters, and they play with it (though the players might also suggest a lot of the themes here). I think Supers are often a very similar kind of situation where a lot of scenario parameters could be set by the GM but still leave things very open, and here often the stuff that actually matters isn't the fights against the bad guys, but the heroes identities, relationships, etc.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 8970960, member: 82106"] Well.... sort of. I mean, this is the basic thesis of Star Trek, right? I mean, Star Fleet Command orders the Enterprise to go to Planet P and do things X, Y, and Z. Yet somehow Kirk is in charge and does whatever HE thinks is best, even if he sometimes has to directly contravene his orders. He seems to have a LOT of leeway! Certainly in a narrative type RPG sense he's plenty empowered to address the themes in play. Or take the other goto example, Stargate SG1, where the team certainly have missions and objectives in the context of a greater whole, but yet they somehow manage to do their own thing, make decisions, and evolve as characters. In both of these cases I would expect that the GM represents Star Fleet Command, or the SG1 commander (whatever that bald guy was called). Of course, there are similar formats you could go with that don't rely on a 'higher command' like Night Stalker, or something. You can still run quite an involved campaign in this sort of milieu where the GM throws stuff at the characters, and they play with it (though the players might also suggest a lot of the themes here). I think Supers are often a very similar kind of situation where a lot of scenario parameters could be set by the GM but still leave things very open, and here often the stuff that actually matters isn't the fights against the bad guys, but the heroes identities, relationships, etc. [/QUOTE]
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