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Scene Framing and "Surprising the GM" -- An Innerdudian Case Study
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<blockquote data-quote="JustinAlexander" data-source="post: 6120967" data-attributes="member: 6700092"><p>And even if the trip <em>is</em> fraught with difficulty, if that difficulty wouldn't be interesting or meaningful to play through then you might still skip over it.</p><p></p><p></p><p></p><p>It's a simulationist vs. narrativist thing. A common simulationist technique is to look at the game world and say, "What's logically happening there?" A common narrativist technique is to look at the hooks provided by their players and say, "How can I grab those hooks and pull?"</p><p></p><p>To put this another way: From the simulationist perspective, the most meaningful decision was, "I left town and went some place else." Exploring that "some place else" is the consequence of that decision. From the narrativist perspective, the most meaningful decision was, "My character is pursued by the thieves' guild." Exploring the consequences of that (by finding places to include the hook) is the consequence of that decision.</p><p></p><p>(Context also matters, of course. If the player specifically had his PC leave town in order to escape the thieves' guild, from the narrativist perspective that's a different decision than deciding to leave town for some reason completely unrelated to the thieves' guild.)</p></blockquote><p></p>
[QUOTE="JustinAlexander, post: 6120967, member: 6700092"] And even if the trip [i]is[/i] fraught with difficulty, if that difficulty wouldn't be interesting or meaningful to play through then you might still skip over it. It's a simulationist vs. narrativist thing. A common simulationist technique is to look at the game world and say, "What's logically happening there?" A common narrativist technique is to look at the hooks provided by their players and say, "How can I grab those hooks and pull?" To put this another way: From the simulationist perspective, the most meaningful decision was, "I left town and went some place else." Exploring that "some place else" is the consequence of that decision. From the narrativist perspective, the most meaningful decision was, "My character is pursued by the thieves' guild." Exploring the consequences of that (by finding places to include the hook) is the consequence of that decision. (Context also matters, of course. If the player specifically had his PC leave town in order to escape the thieves' guild, from the narrativist perspective that's a different decision than deciding to leave town for some reason completely unrelated to the thieves' guild.) [/QUOTE]
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Scene Framing and "Surprising the GM" -- An Innerdudian Case Study
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