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[rant]The conservatism of D&D fans is exhausting.
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<blockquote data-quote="clearstream" data-source="post: 9673572" data-attributes="member: 71699"><p>[USER=177]@Umbran[/USER] I was thinking about "Q&A" is also not a sufficient answer, as without information, you cannot frame useful questions. The GM is the player's eyes and ears, <strong>and so must prime the pump</strong>, and that leads to the three prongs." (Emphasis mine.) How does priming the pump lead to the three prongs?</p><p style="margin-left: 20px"></p><p></p><p></p><p style="margin-left: 20px">A job GM has in many modes of play is offering initial situation (or outlining: game designers might provide one for the group to use.) I think that is true of sandbox too. GM (or the designers) must say something about the world and the initial situation ("prime the pump") and that addresses 1) as players are given initial prompts by the GM so they do have a clue; and what should be kept in mind is the rolling nature of the shared ongoing narrative. Once in motion it needn't necessarily contain more GM prompting, as player questions and decisions uncover setting and roll forward into further questions and decision (the <em>ongoing</em> Q&A others have mentioned.)</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">2) seems reached by understanding following the players to imply that everything matters equally regardless of physical, temporal or narrtive distance from character starting points. A minimal initial situation in sandbox would be 'characters are physically located here, at this point on the map' which seems to me to address the panic given even a moment's reflection.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">3) claims that "players end up assuming those are the only things available" pointing to something true of practically every mode of play, which is that players in a game are those who will adopt the proper lusory attitude (acceptance of its precepts and premises); the failure if there is one is of communicating what the play is about (session 0, as other posters have mentioned)... and the fix applies to all modes of play (participants must orient their lusory attitudes to the game they wish to play.)</p><p></p><p>I think you correctly point to priming the pump, albeit that does not lead to the three prongs.* I wanted to emphasize the <em>ongoing</em> or rolling nature of the shared narrative, which carries momentum forward from initial situation, and remind about the lusory attitude.</p><p></p><p>*I noticed on rereading that there is an ambiguity in the formatting, and most likely you mean to say that in the <em>absence</em> of priming the pump the three prongs could emerge. Your concern contained its own solution.</p></blockquote><p></p>
[QUOTE="clearstream, post: 9673572, member: 71699"] [USER=177]@Umbran[/USER] I was thinking about "Q&A" is also not a sufficient answer, as without information, you cannot frame useful questions. The GM is the player's eyes and ears, [B]and so must prime the pump[/B], and that leads to the three prongs." (Emphasis mine.) How does priming the pump lead to the three prongs? [INDENT][/INDENT] [INDENT]A job GM has in many modes of play is offering initial situation (or outlining: game designers might provide one for the group to use.) I think that is true of sandbox too. GM (or the designers) must say something about the world and the initial situation ("prime the pump") and that addresses 1) as players are given initial prompts by the GM so they do have a clue; and what should be kept in mind is the rolling nature of the shared ongoing narrative. Once in motion it needn't necessarily contain more GM prompting, as player questions and decisions uncover setting and roll forward into further questions and decision (the [I]ongoing[/I] Q&A others have mentioned.)[/INDENT] [INDENT][/INDENT] [INDENT]2) seems reached by understanding following the players to imply that everything matters equally regardless of physical, temporal or narrtive distance from character starting points. A minimal initial situation in sandbox would be 'characters are physically located here, at this point on the map' which seems to me to address the panic given even a moment's reflection.[/INDENT] [INDENT][/INDENT] [INDENT]3) claims that "players end up assuming those are the only things available" pointing to something true of practically every mode of play, which is that players in a game are those who will adopt the proper lusory attitude (acceptance of its precepts and premises); the failure if there is one is of communicating what the play is about (session 0, as other posters have mentioned)... and the fix applies to all modes of play (participants must orient their lusory attitudes to the game they wish to play.)[/INDENT] I think you correctly point to priming the pump, albeit that does not lead to the three prongs.* I wanted to emphasize the [I]ongoing[/I] or rolling nature of the shared narrative, which carries momentum forward from initial situation, and remind about the lusory attitude. *I noticed on rereading that there is an ambiguity in the formatting, and most likely you mean to say that in the [I]absence[/I] of priming the pump the three prongs could emerge. Your concern contained its own solution. [/QUOTE]
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