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Player-generated fiction in D&D
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<blockquote data-quote="pemerton" data-source="post: 9420537" data-attributes="member: 42582"><p>White Plume Mountain: the GM describes the pits, reveals - as appropriate to the players' declared actions - the lack of friction in the room, etc. The players describe how their PCs will cross the room. The module itself notes a possible solution (anchoring a rope) but also notes that players may come up with other solutions.</p><p></p><p>This is analogous to [USER=82106]@AbdulAlhazred[/USER]'s example of defeating a pit trap using a method the GM didn't think of, and also - assuming I properly understood the example - of [USER=2067]@I'm A Banana[/USER]'s example of sealing off the tunnel to stop the warlock sneaking in and draining the life-force of the knight.</p><p></p><p><em>Why</em> is everyone at the table talking and thinking about pits, frictionless surfaces, tunnels, life-force-draining, etc? Because the GM introduced those story elements as the focus of play, and the players are responding to that.</p><p></p><p>My 4e example: the GM describes the Soul Abattoir, the flow of soul energy, the invoker/wizard's imp with the Eye of Vecna implanted in it trying to send the souls and their energy to Vecna, etc. The player describes how his PC is taking control of the flow of soul energy, stopping it from entering Torog's machines, redirecting it to the Raven Queen although his imp is trying to do something different, etc.</p><p></p><p><em>Why</em> is everyone at the table thinking about souls and soul energy, about Torog and Vecna and the Raven Queen, about the imp with the Eye of Vecna in it, etc? Because the players chose to play Raven Queen devotees, one also with an ambiguous "frenemy" relationship with Vecna, and therefore chose to try and stop Torog claiming the souls of those who die in the underdark. (The Dwarf and Drow PCs also bring in a focus on Torog and the underdark from a different direction.) And the imp and the Eye, and the Eye in the imp, are things being talked about because of other decisions (build decisions and play decisions) made by the player of the invoker/wizard PC.</p><p></p><p>This is what I am getting it in characterising, as one manifestation or mode of player-generated fiction, <em>the players generating the fiction that pertains to, or even that constitutes, the focus of the action</em>.</p></blockquote><p></p>
[QUOTE="pemerton, post: 9420537, member: 42582"] White Plume Mountain: the GM describes the pits, reveals - as appropriate to the players' declared actions - the lack of friction in the room, etc. The players describe how their PCs will cross the room. The module itself notes a possible solution (anchoring a rope) but also notes that players may come up with other solutions. This is analogous to [USER=82106]@AbdulAlhazred[/USER]'s example of defeating a pit trap using a method the GM didn't think of, and also - assuming I properly understood the example - of [USER=2067]@I'm A Banana[/USER]'s example of sealing off the tunnel to stop the warlock sneaking in and draining the life-force of the knight. [I]Why[/I] is everyone at the table talking and thinking about pits, frictionless surfaces, tunnels, life-force-draining, etc? Because the GM introduced those story elements as the focus of play, and the players are responding to that. My 4e example: the GM describes the Soul Abattoir, the flow of soul energy, the invoker/wizard's imp with the Eye of Vecna implanted in it trying to send the souls and their energy to Vecna, etc. The player describes how his PC is taking control of the flow of soul energy, stopping it from entering Torog's machines, redirecting it to the Raven Queen although his imp is trying to do something different, etc. [I]Why[/I] is everyone at the table thinking about souls and soul energy, about Torog and Vecna and the Raven Queen, about the imp with the Eye of Vecna in it, etc? Because the players chose to play Raven Queen devotees, one also with an ambiguous "frenemy" relationship with Vecna, and therefore chose to try and stop Torog claiming the souls of those who die in the underdark. (The Dwarf and Drow PCs also bring in a focus on Torog and the underdark from a different direction.) And the imp and the Eye, and the Eye in the imp, are things being talked about because of other decisions (build decisions and play decisions) made by the player of the invoker/wizard PC. This is what I am getting it in characterising, as one manifestation or mode of player-generated fiction, [I]the players generating the fiction that pertains to, or even that constitutes, the focus of the action[/I]. [/QUOTE]
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