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Players choose what their PCs do . . .
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<blockquote data-quote="Wightbred" data-source="post: 7628723" data-attributes="member: 56388"><p><span style="font-size: 12px">I</span> totally agree. The Czege Principle ("When one person is the author of both the character's adversity and its resolution, play isn't fun.") means that the authoring of scene framing, adversity, action and result need to be shared around to keep the game fun.</p><p></p><p>A GM could set the scene - but not always. There are games like Hillfolk where anyone can set a scene, and games like Wrath and Glory and D&D 5e where spending points can add things to scenes.</p><p></p><p>A GM could choose the adversity - but not always. There are games where other players can add adversity to rolls such as Danger Patrol.</p><p></p><p>A non-GM player could choose the action a character makes - but not always. There are situations in D&D where a DM might say ‘your character can’t do that because they are charmed’.</p><p></p><p>A GM could choose the result - but not always. There are games where you roll to see who narrates the outcome, like John Wick’s Blood and Honor, where a player can win and choose to narrate their character failing.</p><p></p><p>in addition, any GM might rule that winking to impress someone is irrelevant and so allow it, or is important and require a resolution irrespective of the rules of the game. This is down to factors like the preference of the table, how late in the night it is, etc.</p><p></p><p>Since playing PbtA and Blades games I have become enamoured with the way these games cleverly move authorship around, and we have ported this concept successfully into the way we play more ‘commercial’ games. I recommend Vincent Baker’s Anyway blog as a great place to read interesting ideas on games as conversations and authorship - although my simple summary is not doing it justice.</p><p></p><p>We are living in a golden age of <span style="font-size: 12px">RPGs, where there are options to support many styles of play. Have fun with yours!</span></p></blockquote><p></p>
[QUOTE="Wightbred, post: 7628723, member: 56388"] [SIZE=3]I[/SIZE] totally agree. The Czege Principle ("When one person is the author of both the character's adversity and its resolution, play isn't fun.") means that the authoring of scene framing, adversity, action and result need to be shared around to keep the game fun. A GM could set the scene - but not always. There are games like Hillfolk where anyone can set a scene, and games like Wrath and Glory and D&D 5e where spending points can add things to scenes. A GM could choose the adversity - but not always. There are games where other players can add adversity to rolls such as Danger Patrol. A non-GM player could choose the action a character makes - but not always. There are situations in D&D where a DM might say ‘your character can’t do that because they are charmed’. A GM could choose the result - but not always. There are games where you roll to see who narrates the outcome, like John Wick’s Blood and Honor, where a player can win and choose to narrate their character failing. in addition, any GM might rule that winking to impress someone is irrelevant and so allow it, or is important and require a resolution irrespective of the rules of the game. This is down to factors like the preference of the table, how late in the night it is, etc. Since playing PbtA and Blades games I have become enamoured with the way these games cleverly move authorship around, and we have ported this concept successfully into the way we play more ‘commercial’ games. I recommend Vincent Baker’s Anyway blog as a great place to read interesting ideas on games as conversations and authorship - although my simple summary is not doing it justice. We are living in a golden age of [SIZE=3]RPGs, where there are options to support many styles of play. Have fun with yours![/SIZE] [/QUOTE]
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