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Respect Mah Authoritah: Thoughts on DM and Player Authority in 5e
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<blockquote data-quote="Campbell" data-source="post: 8438379" data-attributes="member: 16586"><p>The main difference between a platonic living sandbox and a platonic Story Now game is that in a platonic Story Now game literally everything you do as a GM is centered on creating and resolving an on screen situation that is directly relevant to the narrative trajectory of the player characters based on their dramatic needs. The fallout to the setting is based entirely on the narrative logic of what has just occurred rather than causal reasoning of its attendant ramifications on the setting. You are trying to make the fallout of what happens in each scene as meaningful as possible.</p><p></p><p>In a platonic living sandbox pretty much the inverse is true. What the player characters seek out to do is just one small piece of the living sandbox. One of many inputs. Causal rather than narrative logic wins the day. We base fallout not on reflecting the narrative weight of player decisions and conflicts, but on reasoning based on the fiction what the fallout should be.</p><p></p><p>No game is really going to fit either platonic ideal though. The specific arrangement of priorities, techniques and the tradeoffs that entail are going to differ from game to game. Blades in the Dark in particular while not being a living sandbox game does utilize a number of techniques that make it closer to living sandbox play than say Sorcerer would be. It still utilizes those techniques in ways that are fundamentally different than say Stars Without Number.</p></blockquote><p></p>
[QUOTE="Campbell, post: 8438379, member: 16586"] The main difference between a platonic living sandbox and a platonic Story Now game is that in a platonic Story Now game literally everything you do as a GM is centered on creating and resolving an on screen situation that is directly relevant to the narrative trajectory of the player characters based on their dramatic needs. The fallout to the setting is based entirely on the narrative logic of what has just occurred rather than causal reasoning of its attendant ramifications on the setting. You are trying to make the fallout of what happens in each scene as meaningful as possible. In a platonic living sandbox pretty much the inverse is true. What the player characters seek out to do is just one small piece of the living sandbox. One of many inputs. Causal rather than narrative logic wins the day. We base fallout not on reflecting the narrative weight of player decisions and conflicts, but on reasoning based on the fiction what the fallout should be. No game is really going to fit either platonic ideal though. The specific arrangement of priorities, techniques and the tradeoffs that entail are going to differ from game to game. Blades in the Dark in particular while not being a living sandbox game does utilize a number of techniques that make it closer to living sandbox play than say Sorcerer would be. It still utilizes those techniques in ways that are fundamentally different than say Stars Without Number. [/QUOTE]
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