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<blockquote data-quote="The Shaman" data-source="post: 5408028" data-attributes="member: 26473"><p>Words mean things.</p><p></p><p>I can call a tin cup a gold nugget, but that doesn't make it worth $44.62 a gram.I think there is much more consensus than not among actual practitioners.</p><p></p><p>I find that most of the disagreement comes from gamers who do not run <em>status quo</em>, 'sandboxy' settings; some of the disagreement comes from lack of familiarity, some for reasons on which I won't speculate.</p><p>Methods are one of the tools by which we achieve results, particularly replicatable results. I'm not a FoRE*-player, but I believe this is one of the reasons 'System Matters' is a part of game theory.</p><p></p><p>One can prepare a complete world and not run a sandbox game (e.g., the <em>AD&D Dragonlance</em> modules). One can run a sandbox and prepare only a very small portion of a world (e.g., <em>Keep on the Borderlands</em>). One can empower player decisions without running a sandbox (e.g., <strong>pemerton</strong>'s game). And one can run a sandbox without empowering player decisions, I suppose (<strong>Celebrim</strong>'s 'rowboat,' perhaps?).<strong>Prep to improvise:</strong> A lot of my preparation is focused on improvising during actual play. I begin by getting a good handle on the genre; I want actual play to capture the feel of the source material. After that I immerse myself in the setting; for historical games that means studying the relevant history and geography, for fictional settings it means inventing the same. Finally I prep lots of npcs, from bare stat-skeletons for generic recurring figures like a barman, a guard, or a merchant to fully-fleshed-out unique npcs.</p><p></p><p>This allows me to set scenes and roleplay characters on-the-fly in response to what the adventurers are doing; perhaps more importantly, it allows me to use simple encounters ("2D6 bandits") as a tool to reinforce both the setting and the genre (the infamous highwayman <em>La Capuche Noire</em> and his band of vile miscreants, or a family of Auvergnat 'hillbillies', frex).</p><p></p><p><strong>Random encounters are the 'living' setting:</strong> Random encounters are <em>in media res</em> situations the adventurers face in the course of the game. An encounter with "2d6 guards" isn't six guards walking down the street; it's the sieur de Boisrenard, sergeant to the provost-marshal of Paris, and five archers dragging a man out of his house in manacles while his lovely young wife pleads for mercy.</p><p></p><p>One of the elements of genre-emulation that's difficult for me to reconcile with a <em>status quo</em> setting is coincidence; coincidences are a regular feature of cape-and-sword stories, but I don't want to force coincidences on the adventurers. My way around this is to make coincidences a function of the environment of the game, by plugging unique npcs into various encounter tables, so that a coincidental meeting is something of a genuine coincidence generated by the dice in the course of actual play.</p><p></p><p></p><p>* <span style="font-size: 9px">FoRE = Friend of Ron Edwards</span></p></blockquote><p></p>
[QUOTE="The Shaman, post: 5408028, member: 26473"] Words mean things. I can call a tin cup a gold nugget, but that doesn't make it worth $44.62 a gram.I think there is much more consensus than not among actual practitioners. I find that most of the disagreement comes from gamers who do not run [i]status quo[/i], 'sandboxy' settings; some of the disagreement comes from lack of familiarity, some for reasons on which I won't speculate. Methods are one of the tools by which we achieve results, particularly replicatable results. I'm not a FoRE*-player, but I believe this is one of the reasons 'System Matters' is a part of game theory. One can prepare a complete world and not run a sandbox game (e.g., the [i]AD&D Dragonlance[/i] modules). One can run a sandbox and prepare only a very small portion of a world (e.g., [i]Keep on the Borderlands[/i]). One can empower player decisions without running a sandbox (e.g., [b]pemerton[/b]'s game). And one can run a sandbox without empowering player decisions, I suppose ([b]Celebrim[/b]'s 'rowboat,' perhaps?).[B]Prep to improvise:[/B] A lot of my preparation is focused on improvising during actual play. I begin by getting a good handle on the genre; I want actual play to capture the feel of the source material. After that I immerse myself in the setting; for historical games that means studying the relevant history and geography, for fictional settings it means inventing the same. Finally I prep lots of npcs, from bare stat-skeletons for generic recurring figures like a barman, a guard, or a merchant to fully-fleshed-out unique npcs. This allows me to set scenes and roleplay characters on-the-fly in response to what the adventurers are doing; perhaps more importantly, it allows me to use simple encounters ("2D6 bandits") as a tool to reinforce both the setting and the genre (the infamous highwayman [i]La Capuche Noire[/i] and his band of vile miscreants, or a family of Auvergnat 'hillbillies', frex). [b]Random encounters are the 'living' setting:[/b] Random encounters are [i]in media res[/i] situations the adventurers face in the course of the game. An encounter with "2d6 guards" isn't six guards walking down the street; it's the sieur de Boisrenard, sergeant to the provost-marshal of Paris, and five archers dragging a man out of his house in manacles while his lovely young wife pleads for mercy. One of the elements of genre-emulation that's difficult for me to reconcile with a [i]status quo[/i] setting is coincidence; coincidences are a regular feature of cape-and-sword stories, but I don't want to force coincidences on the adventurers. My way around this is to make coincidences a function of the environment of the game, by plugging unique npcs into various encounter tables, so that a coincidental meeting is something of a genuine coincidence generated by the dice in the course of actual play. * [SIZE="1"]FoRE = Friend of Ron Edwards[/SIZE] [/QUOTE]
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