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Ryan Dancey on Redefining the Hobby (Updated: time elements in a storytelling game)
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<blockquote data-quote="ST" data-source="post: 3703868" data-attributes="member: 14053"><p>Just FYI, there are actually games that work this way (Donjon, for one), and they're pretty fun. By which I mean, they allow you to modify the game world, not that they let you define all the conflicts and fiat all the outcomes -- obviously that's never going to be fun. </p><p></p><p>Many more games allow you to narrate in minor changes with a successful roll or expenditure of a resource. </p><p></p><p>One thing that may be tripping you up is a focus on the imagined environment as "the point" of the game. I've been in lots of games where the scene details are changeable by the players (for instance, a Zelazny-style <em>Chronicles of Amber</em> game where you could, in character, say "I round the corner and find a magic sword"), and those games still had interesting conflicts. You just didn't make the stuff you could do "effortlessly" the focus of the conflict.</p><p></p><p>I see that you prioritize things like "surprise" and "sense of discovery", so it sounds like a coherent imagined game-world is important for you. In that case, think of co-DMing as a situation where each of you play a "name level" PC and a lower level character, and when it's your turn to run things, your high level PC sets up situations the other players' low-level PCs have to deal with. That allows for collaborative story creation without jeopardizing the imagined fidelity of the game world.</p><p></p><p>But generally, collaborative-narration games work because their design allows for it. Straight-up collaborative D&D where the player is also the DM doesn't work, because it's not designed for that possibility. Or to try to sum up a too-long post, yes, if the game's about killing things and taking their stuff, you don't let the players handle that part. But if it's about something else, they could.</p></blockquote><p></p>
[QUOTE="ST, post: 3703868, member: 14053"] Just FYI, there are actually games that work this way (Donjon, for one), and they're pretty fun. By which I mean, they allow you to modify the game world, not that they let you define all the conflicts and fiat all the outcomes -- obviously that's never going to be fun. Many more games allow you to narrate in minor changes with a successful roll or expenditure of a resource. One thing that may be tripping you up is a focus on the imagined environment as "the point" of the game. I've been in lots of games where the scene details are changeable by the players (for instance, a Zelazny-style [i]Chronicles of Amber[/i] game where you could, in character, say "I round the corner and find a magic sword"), and those games still had interesting conflicts. You just didn't make the stuff you could do "effortlessly" the focus of the conflict. I see that you prioritize things like "surprise" and "sense of discovery", so it sounds like a coherent imagined game-world is important for you. In that case, think of co-DMing as a situation where each of you play a "name level" PC and a lower level character, and when it's your turn to run things, your high level PC sets up situations the other players' low-level PCs have to deal with. That allows for collaborative story creation without jeopardizing the imagined fidelity of the game world. But generally, collaborative-narration games work because their design allows for it. Straight-up collaborative D&D where the player is also the DM doesn't work, because it's not designed for that possibility. Or to try to sum up a too-long post, yes, if the game's about killing things and taking their stuff, you don't let the players handle that part. But if it's about something else, they could. [/QUOTE]
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