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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: 8264774" data-attributes="member: 6801252"><p>Never played CoC, or Vampire (though I own COFD stuff) to the best of my knowledge I'm playing Masks like Masks, as its described in the rulebook, the stuff about exploration was my description of what it is, and what I like about it, but not in Masks (I play PF2e for my dungeons and dragons esque stuff):</p><p></p><p>We frame into scenes where things are happening based off what the player characters want to do, or what things just happen to happen in the world around them. we describe action and reaction in the fiction. We use comic book panel frames as the examples of play and agendas describe. Sometimes the fiction triggers moves, which resolve mechanically based off the relevant dice rolls. I follow the instructions to have adult NPCs tell the players who they are, which triggers moves as they accept or reject those statements and shift labels. The results of moves and sometimes things that just happen in the fiction cause me to inflict a condition, the players sometimes voluntarily mark conditions if they think it suits the fiction. The conditions inform them of how their character is feeling, which they express in the moment to moment roleplaying as modified by that character's personality, and they attempt to clear conditions by taking the initiative to do teen drama stuff (summarizing, but it depends on the condition) just like in the rules, its been suggested that those should mostly be color, but thats hewing back away from the instructions, which discuss the resulting spiral of action and reaction between players, and between players and NPCs as good, causing more shifting of labels, conditions and moves and 'driving the fiction forward.'</p><p></p><p>Players have, reject, and take influence from one another and the NPCs as the described in the book. We use playbook mechanics as described by the individual playbook, ranging from my soldier's (we alternate GM between me and someone else between arcs) attempts to request certain kinds of Aid from Aegis, to the Harbinger's ability to define the roles of individuals in the future. Villains show up, I try to pace fight scenes like a comic book, players have their characters do things, sometimes they look for specific things to use in those scenes if they have a cool idea, and if it fits the fiction we establish it as part of the scene. Sometimes people have ideas for what something is like, which the GM hears, modifies as necessary, and implements accordingly-- such as the underground medical facility and halfway house my Transformed friend had their character visit as an alternative to the 'AEGIS' facility they were in the narrative officially attending, I think it was technically established in a backstory question answer from the playbook. They had ideas, not for scenes, but for what the place was like, which I took and ran with, establishing new elements of the fiction on top as the scene played out. Sometimes we name characters collectively, especially because its a good way to get dumb superhero names, and someone will suggest some cool aspect of them or a power or something and we'll run with it.</p><p></p><p>We don't plan story arcs but the GMs sometimes hard frame into situations (not too much, like the book says, this is what I had to be careful of), closest we've come to that was me realizing I established a connection between one event happening and another by making one the cause of the other while I was GM. We have one player who plans too much in a Neo-Trad way, but we keep reminding them nothing exists until its established at the table, so its well handled. We have fun, I slam my face through the book religiously because I'm not as comfortable with play style as I am with something like Pathfinder. We do end of session moves, characters do advancement things when they've gotten enough misses and such. The "when the team first got together" stuff informs the plot even now, which is again, not planned-- the players enjoy their characters and have ideas about what they'd like to do with them, but they don't force those ideas, instead they learn about them through ongoing play and new situations, shifting relationships and confrontations with people whose perspective they didn't consider.</p><p></p><p>Personally, I'm kind of forming the impression that some of the people in this thread are so fixated on trying to prove my subjective view of game design <em>wrong</em> they're taking for granted that my 4-5 years of off-and-on experience with the game has to be corrected, because it couldn't possibly be reflective of a Story Now game, or that the shortcomings I cite might be accurate, and that our difference of opinion might reflect a lack of attachment to the elements I feel are missing, to the point where they might not have realized that could be a taste someone could have.</p></blockquote><p></p>
[QUOTE="The-Magic-Sword, post: 8264774, member: 6801252"] Never played CoC, or Vampire (though I own COFD stuff) to the best of my knowledge I'm playing Masks like Masks, as its described in the rulebook, the stuff about exploration was my description of what it is, and what I like about it, but not in Masks (I play PF2e for my dungeons and dragons esque stuff): We frame into scenes where things are happening based off what the player characters want to do, or what things just happen to happen in the world around them. we describe action and reaction in the fiction. We use comic book panel frames as the examples of play and agendas describe. Sometimes the fiction triggers moves, which resolve mechanically based off the relevant dice rolls. I follow the instructions to have adult NPCs tell the players who they are, which triggers moves as they accept or reject those statements and shift labels. The results of moves and sometimes things that just happen in the fiction cause me to inflict a condition, the players sometimes voluntarily mark conditions if they think it suits the fiction. The conditions inform them of how their character is feeling, which they express in the moment to moment roleplaying as modified by that character's personality, and they attempt to clear conditions by taking the initiative to do teen drama stuff (summarizing, but it depends on the condition) just like in the rules, its been suggested that those should mostly be color, but thats hewing back away from the instructions, which discuss the resulting spiral of action and reaction between players, and between players and NPCs as good, causing more shifting of labels, conditions and moves and 'driving the fiction forward.' Players have, reject, and take influence from one another and the NPCs as the described in the book. We use playbook mechanics as described by the individual playbook, ranging from my soldier's (we alternate GM between me and someone else between arcs) attempts to request certain kinds of Aid from Aegis, to the Harbinger's ability to define the roles of individuals in the future. Villains show up, I try to pace fight scenes like a comic book, players have their characters do things, sometimes they look for specific things to use in those scenes if they have a cool idea, and if it fits the fiction we establish it as part of the scene. Sometimes people have ideas for what something is like, which the GM hears, modifies as necessary, and implements accordingly-- such as the underground medical facility and halfway house my Transformed friend had their character visit as an alternative to the 'AEGIS' facility they were in the narrative officially attending, I think it was technically established in a backstory question answer from the playbook. They had ideas, not for scenes, but for what the place was like, which I took and ran with, establishing new elements of the fiction on top as the scene played out. Sometimes we name characters collectively, especially because its a good way to get dumb superhero names, and someone will suggest some cool aspect of them or a power or something and we'll run with it. We don't plan story arcs but the GMs sometimes hard frame into situations (not too much, like the book says, this is what I had to be careful of), closest we've come to that was me realizing I established a connection between one event happening and another by making one the cause of the other while I was GM. We have one player who plans too much in a Neo-Trad way, but we keep reminding them nothing exists until its established at the table, so its well handled. We have fun, I slam my face through the book religiously because I'm not as comfortable with play style as I am with something like Pathfinder. We do end of session moves, characters do advancement things when they've gotten enough misses and such. The "when the team first got together" stuff informs the plot even now, which is again, not planned-- the players enjoy their characters and have ideas about what they'd like to do with them, but they don't force those ideas, instead they learn about them through ongoing play and new situations, shifting relationships and confrontations with people whose perspective they didn't consider. Personally, I'm kind of forming the impression that some of the people in this thread are so fixated on trying to prove my subjective view of game design [I]wrong[/I] they're taking for granted that my 4-5 years of off-and-on experience with the game has to be corrected, because it couldn't possibly be reflective of a Story Now game, or that the shortcomings I cite might be accurate, and that our difference of opinion might reflect a lack of attachment to the elements I feel are missing, to the point where they might not have realized that could be a taste someone could have. [/QUOTE]
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