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Ryan Dancey on Redefining the Hobby (Updated: time elements in a storytelling game)
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<blockquote data-quote="Rothe" data-source="post: 3703738" data-attributes="member: 39813"><p>I wouldn't agree with GMless play. What does he mean by story? When I think control over the story it is players actions which determine which way it goes, i.e., there is no plot protection for anyone. The BBEG could die in the first encounter by bad luck or thinking outside the box by players. </p><p></p><p>What I thought he was saying is when you approach a cooridior player 1 pipes in "OK this corrdior has a trap, I'm going to disarm it and if I succeed I find a +1 sword." That I wouldn't care for as a player or GM. I'm assuming the players are being reasonable here within the group dynamic. Player suggestions on the setting components they would like, speculations on the what and why of what is really going on in the world are great and I use them. I'll also use player metagame ideas about what would make sense for their opponents to do. But there is no surprise or sense of discovery if I as a player define the obstacles ahead of me, and even worse if I assume the outcome of them to the extent I think Ryan is suggesting.</p><p></p><p>It sounds to me like those writing exercises where I write a paragraph, then someone else writes one, etc.</p></blockquote><p></p>
[QUOTE="Rothe, post: 3703738, member: 39813"] I wouldn't agree with GMless play. What does he mean by story? When I think control over the story it is players actions which determine which way it goes, i.e., there is no plot protection for anyone. The BBEG could die in the first encounter by bad luck or thinking outside the box by players. What I thought he was saying is when you approach a cooridior player 1 pipes in "OK this corrdior has a trap, I'm going to disarm it and if I succeed I find a +1 sword." That I wouldn't care for as a player or GM. I'm assuming the players are being reasonable here within the group dynamic. Player suggestions on the setting components they would like, speculations on the what and why of what is really going on in the world are great and I use them. I'll also use player metagame ideas about what would make sense for their opponents to do. But there is no surprise or sense of discovery if I as a player define the obstacles ahead of me, and even worse if I assume the outcome of them to the extent I think Ryan is suggesting. It sounds to me like those writing exercises where I write a paragraph, then someone else writes one, etc. [/QUOTE]
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