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Players establishing facts about the world impromptu during play
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<blockquote data-quote="The-Magic-Sword" data-source="post: 8263903" data-attributes="member: 6801252"><p>1) No, sadly TTRPGs are time consuming to learn, my experience with narrative emphasis is mainly Masks: A New Generation as well as reading through Monster of the Week, Kids on Brooms, Blades in the Dark, and using the techniques discussed in 4e's DMG 2 at various times.</p><p></p><p>2) I could write one up, but I don't have one on hand, and I can't promsie it would be word for word or even scene for scene accurate. Usually my own Masks games fall victim to my experiences being mainly in games like 4e and Pathfinder 2e, and I have to remind myself not to overly control the fictional world around the players. The other GM who introduced me to the game runs pretty similarly, with combat scenes being very freeform, and just calling moves as they happen, and framing complications and villain moves where appropriate to the pacing. Playbook moves in practice, tend to heighten the establishment of fiction, with several allowing the player to do just that on a hit or pass it off to the GM on a miss. The conversation of play sees terrain, objects, and sometimes even characters invented and named by everyone at the table.</p><p></p><p>3) I will point out that I'm not looking for some kind of correction here, the thread's topic is <em>about </em>player establishing elements of the fiction during impromptu play. If you somehow play 'Story-Now' games with not a lot of stuff involving player establishment of fiction, you're probably playing and trying to correct us from a very different set of experiences than the ones we were discussing. This is why I brought up admixtures that allow you to have more of X in your Y, it sounds like your experiences are mainly with games where you aren't really expected to collaboratively add things to the fiction in the same freeform way, or you specifically don't through an understanding of tone where you self-police, or your GM moderates it accordingly to a more traditional expectation. My examples concerning Masks were to demonstrate examples of games that do work this way, not to get the 'no no no, you simply must be doing it wrong' talk. The difference in play style, where on one hand, the world is established at the table collaboratively by the players as equals, and on the other by GM as author and players as explorers, is what we're discussing. So if your game, for whatever reason doesn't work that way... then why did it come up? No one brought up Dungeon World in the abstract, is it because you think of it as a 'Story Now' game, categorically?</p></blockquote><p></p>
[QUOTE="The-Magic-Sword, post: 8263903, member: 6801252"] 1) No, sadly TTRPGs are time consuming to learn, my experience with narrative emphasis is mainly Masks: A New Generation as well as reading through Monster of the Week, Kids on Brooms, Blades in the Dark, and using the techniques discussed in 4e's DMG 2 at various times. 2) I could write one up, but I don't have one on hand, and I can't promsie it would be word for word or even scene for scene accurate. Usually my own Masks games fall victim to my experiences being mainly in games like 4e and Pathfinder 2e, and I have to remind myself not to overly control the fictional world around the players. The other GM who introduced me to the game runs pretty similarly, with combat scenes being very freeform, and just calling moves as they happen, and framing complications and villain moves where appropriate to the pacing. Playbook moves in practice, tend to heighten the establishment of fiction, with several allowing the player to do just that on a hit or pass it off to the GM on a miss. The conversation of play sees terrain, objects, and sometimes even characters invented and named by everyone at the table. 3) I will point out that I'm not looking for some kind of correction here, the thread's topic is [I]about [/I]player establishing elements of the fiction during impromptu play. If you somehow play 'Story-Now' games with not a lot of stuff involving player establishment of fiction, you're probably playing and trying to correct us from a very different set of experiences than the ones we were discussing. This is why I brought up admixtures that allow you to have more of X in your Y, it sounds like your experiences are mainly with games where you aren't really expected to collaboratively add things to the fiction in the same freeform way, or you specifically don't through an understanding of tone where you self-police, or your GM moderates it accordingly to a more traditional expectation. My examples concerning Masks were to demonstrate examples of games that do work this way, not to get the 'no no no, you simply must be doing it wrong' talk. The difference in play style, where on one hand, the world is established at the table collaboratively by the players as equals, and on the other by GM as author and players as explorers, is what we're discussing. So if your game, for whatever reason doesn't work that way... then why did it come up? No one brought up Dungeon World in the abstract, is it because you think of it as a 'Story Now' game, categorically? [/QUOTE]
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