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[rant]The conservatism of D&D fans is exhausting.
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<blockquote data-quote="zakael19" data-source="post: 9667407" data-attributes="member: 7044099"><p>What are you defining as Narrativist here? As a dynamic of play, BITD fully supports it.</p><p></p><p>It also supports much stronger up-front GM framing and designer vision, while still inviting open collaboration in all aspects of play. Eg: the first GM action is “Ask Questions,” and you can run just about any game doing just this and an occasional roll (as the text notes).</p><p></p><p>It’s pretty clear that you should both offer opportunities (you’re a creative collaborator as the GM and you may have some neat threads based on factions or clocks or whatever, and you’re allowed to want to see certain things in the game), but also “If the players don’t have their own idea for a job, this is the perfect opportunity to look for a new opportunity” [by gathering info]. Thus foregrounding player ideas <em>first </em>and if they want a nudge or you have something to toss out there, that’s cool too.</p><p></p><p>I think this dichotomy is a little different from a highly prepped sandbox in that it’s asking the players to come up with a “quest” that may or may not exist at all yet; and then helping nudge play along if they don’t have anything in mind (or dangle some hooks). Pretty much all PBTAs do something similar via the GM moves (<em>provide an opportunity, with or without a cost</em> being a nigh universal one that can go from small scale to overarching PC goals).</p></blockquote><p></p>
[QUOTE="zakael19, post: 9667407, member: 7044099"] What are you defining as Narrativist here? As a dynamic of play, BITD fully supports it. It also supports much stronger up-front GM framing and designer vision, while still inviting open collaboration in all aspects of play. Eg: the first GM action is “Ask Questions,” and you can run just about any game doing just this and an occasional roll (as the text notes). It’s pretty clear that you should both offer opportunities (you’re a creative collaborator as the GM and you may have some neat threads based on factions or clocks or whatever, and you’re allowed to want to see certain things in the game), but also “If the players don’t have their own idea for a job, this is the perfect opportunity to look for a new opportunity” [by gathering info]. Thus foregrounding player ideas [I]first [/I]and if they want a nudge or you have something to toss out there, that’s cool too. I think this dichotomy is a little different from a highly prepped sandbox in that it’s asking the players to come up with a “quest” that may or may not exist at all yet; and then helping nudge play along if they don’t have anything in mind (or dangle some hooks). Pretty much all PBTAs do something similar via the GM moves ([I]provide an opportunity, with or without a cost[/I] being a nigh universal one that can go from small scale to overarching PC goals). [/QUOTE]
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[rant]The conservatism of D&D fans is exhausting.
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