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Realistic Consequences vs Gameplay
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<blockquote data-quote="Fenris-77" data-source="post: 8025197" data-attributes="member: 6993955"><p>Well, not <strong>all</strong> aspects of the setting, at least not in all games.<em> Apocalypse World</em>, for instance, encourages the GM to look to the players for setting detail on a regular basis. Not crowns in boxes maybe, but setting details all the same. I do the same in most games, including D&D. It gives me a chance to play off player ideas for stuff. </p><p></p><p>The crown in the example above is something a little different, a hidden detail might be the right word, and different games lean into prep and hidden detail to very different degrees. D&D leans into it heavily, while Apocalypse World does not. That said, in neither case does a player get to dictate the location of the crown. Some games might support that particular kind of narrative authority for a player, but not the games we've been talking about so far. Sometimes I don't know the exact location of the crown-in-a-box either. I might know that it's at the Dukes summer house, and I might know that it's probably still sealed inside the box that prevents people from divining it's location, but I might not know exactly where. I might use a particularly good search roll, or even a failure of some kind to introduce the box at an appropriately dramatic moment. I usually have a fall back position though. Like, if nothing else happens, the box can be found in the armoire in the Duke's bedroom. That's assuming that the crown is something the party was searching for in the first place, of course. I know some people will cry illusionism here, but it's really not.</p></blockquote><p></p>
[QUOTE="Fenris-77, post: 8025197, member: 6993955"] Well, not [B]all[/B] aspects of the setting, at least not in all games.[I] Apocalypse World[/I], for instance, encourages the GM to look to the players for setting detail on a regular basis. Not crowns in boxes maybe, but setting details all the same. I do the same in most games, including D&D. It gives me a chance to play off player ideas for stuff. The crown in the example above is something a little different, a hidden detail might be the right word, and different games lean into prep and hidden detail to very different degrees. D&D leans into it heavily, while Apocalypse World does not. That said, in neither case does a player get to dictate the location of the crown. Some games might support that particular kind of narrative authority for a player, but not the games we've been talking about so far. Sometimes I don't know the exact location of the crown-in-a-box either. I might know that it's at the Dukes summer house, and I might know that it's probably still sealed inside the box that prevents people from divining it's location, but I might not know exactly where. I might use a particularly good search roll, or even a failure of some kind to introduce the box at an appropriately dramatic moment. I usually have a fall back position though. Like, if nothing else happens, the box can be found in the armoire in the Duke's bedroom. That's assuming that the crown is something the party was searching for in the first place, of course. I know some people will cry illusionism here, but it's really not. [/QUOTE]
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