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[Rather Long] DM as Judge vs. DM as Storyteller in 5ed
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<blockquote data-quote="pemerton" data-source="post: 5885126" data-attributes="member: 42582"><p>Yes. (I also think it's the best approach for 4e, although the 4e books aren't as clear about it as the best indie books.)</p><p></p><p>I don't know FATE other than by reputation, but in BW it is still the GM who has responsibility for scene framing - but the players' Beliefs etc will run up flags that make a lot of that scene framing fairly straightforward.</p><p></p><p>That's pretty much what I was disagreeing with. I don't think that BW/indie scene framing and Adventure Path illusionism have much in common at all. The first is about the GM following the players' leads. The second is about the GM (perhaps covertly) leading the players.</p><p></p><p>I don't think this is just a theoretical issue. Obviously it goes to the enjoyability of the game - some people like APs, for example, but others don't. But - and relevant to your thread - it also goes to GM skills.</p><p></p><p>An Adventure Path GM needs to have a lot of skill in making the colour of the game really come alive, and getting the players excited about that colour and about adding their own colour. Because that's about all the players are adding to the game. The closest I've personally come to this sort of experience is playing in convention CoC and Elric games - and with great GMs these are great games, even though as a player all I'm doing is emoting my PC.</p><p></p><p>Whereas a scene-framing GM doesn't necessarily need to be able to provide that colour to grab the players - because the content of the scenes, and the scope for choices within them, will do the grabbing. This is quite a different skill, not of evocative presentation of colour, but of the ability to produce interesting scenes, and interesting consequences for new scenes, that respond to the flags and signals you're getting from the players.</p><p></p><p>Personally I'm not too bad at this second skill set, but I'm pretty ordinary at the first skill set. So players who mostly wanted a GM-driven, colour-rich game wouldn't like my GMing much, I don't think.</p></blockquote><p></p>
[QUOTE="pemerton, post: 5885126, member: 42582"] Yes. (I also think it's the best approach for 4e, although the 4e books aren't as clear about it as the best indie books.) I don't know FATE other than by reputation, but in BW it is still the GM who has responsibility for scene framing - but the players' Beliefs etc will run up flags that make a lot of that scene framing fairly straightforward. That's pretty much what I was disagreeing with. I don't think that BW/indie scene framing and Adventure Path illusionism have much in common at all. The first is about the GM following the players' leads. The second is about the GM (perhaps covertly) leading the players. I don't think this is just a theoretical issue. Obviously it goes to the enjoyability of the game - some people like APs, for example, but others don't. But - and relevant to your thread - it also goes to GM skills. An Adventure Path GM needs to have a lot of skill in making the colour of the game really come alive, and getting the players excited about that colour and about adding their own colour. Because that's about all the players are adding to the game. The closest I've personally come to this sort of experience is playing in convention CoC and Elric games - and with great GMs these are great games, even though as a player all I'm doing is emoting my PC. Whereas a scene-framing GM doesn't necessarily need to be able to provide that colour to grab the players - because the content of the scenes, and the scope for choices within them, will do the grabbing. This is quite a different skill, not of evocative presentation of colour, but of the ability to produce interesting scenes, and interesting consequences for new scenes, that respond to the flags and signals you're getting from the players. Personally I'm not too bad at this second skill set, but I'm pretty ordinary at the first skill set. So players who mostly wanted a GM-driven, colour-rich game wouldn't like my GMing much, I don't think. [/QUOTE]
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