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Respect Mah Authoritah: Thoughts on DM and Player Authority in 5e
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<blockquote data-quote="Manbearcat" data-source="post: 8431332" data-attributes="member: 6696971"><p>[USER=7032025]@Lyxen[/USER]</p><p></p><p>Just to make sure everyone is clear, there is enormous difference between:</p><p></p><p>(1) <strong>a GM framing provocative situations, letting players and system have their say in what comes out of that, and then letting that emergent outcome dictate the trajectory of play (from the next immediate situation on down to 20 to 30 situations from now)</strong> </p><p></p><p>and </p><p></p><p>(2) <strong>a (no matter how rough</strong>)<strong> through line of preconceived, seminal situations that are more or less prescriptive such that “the (preconceived) story” stays online.</strong></p><p></p><p>There is no value judgement here (by me) between the two, but they’re quite different beasts. The latter features a metaplot which play is anchored to and orbits around. In the former, “whatever the hell happens between situation 1 and situation 20/30" becomes "the plot" after we reflect and play is anchored to and orbits around the marriage of the game's premise (*) + player evinced interests (through the intersection of PC build flags, system widgets, and the back-and-forth of conversation during play.</p><p></p><p>* Here is <em>The Between</em>'s premise (which has no metaplot, no through line of preconceived, seminal situation...just premise and provocation to action):</p><p></p><p><strong>The Most Important Thing (p 6)</strong></p><p></p><p>The hunters are intentionally occluded; the game is called The Between because we find these characters caught between a very dark, mysterious past and an equally dark, possibly tragic, future. We aim to explore these dark pasts, but only at the right time—dramatically-speaking—and only when the game’s rules tell us to.</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 8431332, member: 6696971"] [USER=7032025]@Lyxen[/USER] Just to make sure everyone is clear, there is enormous difference between: (1) [B]a GM framing provocative situations, letting players and system have their say in what comes out of that, and then letting that emergent outcome dictate the trajectory of play (from the next immediate situation on down to 20 to 30 situations from now)[/B] and (2) [B]a (no matter how rough[/B])[B] through line of preconceived, seminal situations that are more or less prescriptive such that “the (preconceived) story” stays online.[/B] There is no value judgement here (by me) between the two, but they’re quite different beasts. The latter features a metaplot which play is anchored to and orbits around. In the former, “whatever the hell happens between situation 1 and situation 20/30" becomes "the plot" after we reflect and play is anchored to and orbits around the marriage of the game's premise (*) + player evinced interests (through the intersection of PC build flags, system widgets, and the back-and-forth of conversation during play. * Here is [I]The Between[/I]'s premise (which has no metaplot, no through line of preconceived, seminal situation...just premise and provocation to action): [B]The Most Important Thing (p 6)[/B] The hunters are intentionally occluded; the game is called The Between because we find these characters caught between a very dark, mysterious past and an equally dark, possibly tragic, future. We aim to explore these dark pasts, but only at the right time—dramatically-speaking—and only when the game’s rules tell us to. [/QUOTE]
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