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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: 8439710" data-attributes="member: 6696971"><p>They either don't happen in proportion or perhaps at all. You'll have to correct the record on your own play (to do that you're going to have to talk about governing structure, principles, procedures, rules that GM's must observe - the system's say - they can't have no teeth and be discarded at GM discretion...if you have examples, I'd love to hear about them), but when I'm not running Story Now games, what I depicted above is either (a) outright not in play at all or (b) play is sufficiently ungoverned by structure and principles that underwrite this form of play that its missing the key ingredients (the <em>sufficient </em>part of my post to you above) or (c) when it happens, it is the exception that proves the rule (that Story Now agenda, principles, techniques, structure, authority distribution <em>don't underwrite the trajectory of play...they just perturb it, maybe, infrequently</em>).</p><p></p><p>* When I run Pawn Stance Moldvay, its prep-heavy, improv light, and neither the prep nor the improv are principally GMed to revolve around dramatic needs. My framing and adjudication is structured but centered principally around distilling skilled play. The system has its say.</p><p></p><p>* When I run RC Hexcrawls, its prep-heavy, improv light, and neither the prep nor the improv are principally GMed to revolve around dramatic needs. My framing and adjudication is structured but centered principally around distilling skilled play (the primary difference between this and the above is its not Pawn Stance and it incorporates an entire macro-setting, not just the micro-setting of a dungeon). The system has its say.</p><p></p><p>* When I've run AD&D and WW metaplot-intensive and setting-tourism-intensive games (my own or others), its prep-heavy, improv light, and neither the prep nor the improv are principally GMed to revolve around dramatic needs. My framing and adjudication is governed only by the structure I give it and the only principal constraint is "what do I feel best serves the synthesis of keeping this metaplot online + keeping the players' enjoyment of the metaplot and their touring of the setting at any given moment." Effectively, there is neither system-driven structure nor constraining principles that I must abide by, so system has very little say.</p><p></p><p></p><p>Outside of 4e, those are the 3 forms of D&D I've run with the first two being the overwhelming % of D&D that I've run. The split is probably 35/30/10 w/ 4e Story Now/Skilled Play hybrid making up the last 25 % or so. In those first 3 buckets, that final parenthetical wasn't a thing, even though there was invariably some improv in each.</p><p></p><p>And again, even if there was (lets say all of the integrated features that define story now play and underwrite the trajectory of play were present in some tiny fraction...they're not, but lets say they are), <em>their infrequent instantiation would only perturb the status quo GMing/play paradigm that underwrites the trajectory of play. </em></p></blockquote><p></p>
[QUOTE="Manbearcat, post: 8439710, member: 6696971"] They either don't happen in proportion or perhaps at all. You'll have to correct the record on your own play (to do that you're going to have to talk about governing structure, principles, procedures, rules that GM's must observe - the system's say - they can't have no teeth and be discarded at GM discretion...if you have examples, I'd love to hear about them), but when I'm not running Story Now games, what I depicted above is either (a) outright not in play at all or (b) play is sufficiently ungoverned by structure and principles that underwrite this form of play that its missing the key ingredients (the [I]sufficient [/I]part of my post to you above) or (c) when it happens, it is the exception that proves the rule (that Story Now agenda, principles, techniques, structure, authority distribution [I]don't underwrite the trajectory of play...they just perturb it, maybe, infrequently[/I]). * When I run Pawn Stance Moldvay, its prep-heavy, improv light, and neither the prep nor the improv are principally GMed to revolve around dramatic needs. My framing and adjudication is structured but centered principally around distilling skilled play. The system has its say. * When I run RC Hexcrawls, its prep-heavy, improv light, and neither the prep nor the improv are principally GMed to revolve around dramatic needs. My framing and adjudication is structured but centered principally around distilling skilled play (the primary difference between this and the above is its not Pawn Stance and it incorporates an entire macro-setting, not just the micro-setting of a dungeon). The system has its say. * When I've run AD&D and WW metaplot-intensive and setting-tourism-intensive games (my own or others), its prep-heavy, improv light, and neither the prep nor the improv are principally GMed to revolve around dramatic needs. My framing and adjudication is governed only by the structure I give it and the only principal constraint is "what do I feel best serves the synthesis of keeping this metaplot online + keeping the players' enjoyment of the metaplot and their touring of the setting at any given moment." Effectively, there is neither system-driven structure nor constraining principles that I must abide by, so system has very little say. Outside of 4e, those are the 3 forms of D&D I've run with the first two being the overwhelming % of D&D that I've run. The split is probably 35/30/10 w/ 4e Story Now/Skilled Play hybrid making up the last 25 % or so. In those first 3 buckets, that final parenthetical wasn't a thing, even though there was invariably some improv in each. And again, even if there was (lets say all of the integrated features that define story now play and underwrite the trajectory of play were present in some tiny fraction...they're not, but lets say they are), [I]their infrequent instantiation would only perturb the status quo GMing/play paradigm that underwrites the trajectory of play. [/I] [/QUOTE]
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