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Respect Mah Authoritah: Thoughts on DM and Player Authority in 5e
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<blockquote data-quote="Ovinomancer" data-source="post: 8439512" data-attributes="member: 16814"><p>Here's the difference -- in the "living world" sandbox play, the players do stuff, then the GM decides how that affects the world and come back and presents more scenes based on what the GM thinks is happening -- ie, the backstory the GM just created -- and play then moves forward exploring/expanding that backstory.</p><p></p><p>In Story Now play, the GM is not creating this new backstory, they are instead framing in a new situation, one that has multiple possible results that will have their own backstory requirements. The resolution of this situation then requires that the backstory be created to fit.</p><p></p><p>Here's a classic example: The PCs are fleeing from guards and wish to escape.</p><p></p><p>Trad/Classic/OSR/Neotrad games: The GM checks the map, describes the scene according to the map and the locations of the PCs and guards, and the players declare choices based on this. Let's say these choices lead them to a dead end. The players declare, in desperate hope, that they search for secret doors. The is resolved by the GM checking the map and noting if one is present or not. If not, this action fails. If so, a check is called for, and, on a failure, the PCs do not find a secret door but the fiction is otherwise unchanged (perhaps the guards arrive, if time is being tracked this way).</p><p></p><p>Story Now: The GM frames a situation -- that the PCs have entered a dead end with the guards close behind. No map is checked, this doesn't flow from established backstory -- it's framed in as a problem the players have to deal with that sits astride their desire to escape. The PCs decide to check for secret doors. Again, there's no map or key to check -- this backstory has not been established in any way by any participant. Instead, a check is called for. On a success, the players get their want -- a secret door is found. This now establishes the backstory that the secret door was always here. On a failure, perhaps no door is found (and such backstory established), perhaps a door is found, but it is blocked/obstructed in some way (backstory established, new situation also established), perhaps the door is found but it's known by the guards and has 5 mens coming down it (backstory established, situation modified). Regardless, the backstory of the secret door in this dead end is established by play.</p><p></p><p>These two things can end up with exactly the same fiction at outputs, but this is coincidental and unremarkable. The methods by which that fiction is created are very different.</p></blockquote><p></p>
[QUOTE="Ovinomancer, post: 8439512, member: 16814"] Here's the difference -- in the "living world" sandbox play, the players do stuff, then the GM decides how that affects the world and come back and presents more scenes based on what the GM thinks is happening -- ie, the backstory the GM just created -- and play then moves forward exploring/expanding that backstory. In Story Now play, the GM is not creating this new backstory, they are instead framing in a new situation, one that has multiple possible results that will have their own backstory requirements. The resolution of this situation then requires that the backstory be created to fit. Here's a classic example: The PCs are fleeing from guards and wish to escape. Trad/Classic/OSR/Neotrad games: The GM checks the map, describes the scene according to the map and the locations of the PCs and guards, and the players declare choices based on this. Let's say these choices lead them to a dead end. The players declare, in desperate hope, that they search for secret doors. The is resolved by the GM checking the map and noting if one is present or not. If not, this action fails. If so, a check is called for, and, on a failure, the PCs do not find a secret door but the fiction is otherwise unchanged (perhaps the guards arrive, if time is being tracked this way). Story Now: The GM frames a situation -- that the PCs have entered a dead end with the guards close behind. No map is checked, this doesn't flow from established backstory -- it's framed in as a problem the players have to deal with that sits astride their desire to escape. The PCs decide to check for secret doors. Again, there's no map or key to check -- this backstory has not been established in any way by any participant. Instead, a check is called for. On a success, the players get their want -- a secret door is found. This now establishes the backstory that the secret door was always here. On a failure, perhaps no door is found (and such backstory established), perhaps a door is found, but it is blocked/obstructed in some way (backstory established, new situation also established), perhaps the door is found but it's known by the guards and has 5 mens coming down it (backstory established, situation modified). Regardless, the backstory of the secret door in this dead end is established by play. These two things can end up with exactly the same fiction at outputs, but this is coincidental and unremarkable. The methods by which that fiction is created are very different. [/QUOTE]
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Respect Mah Authoritah: Thoughts on DM and Player Authority in 5e
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