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<blockquote data-quote="pemerton" data-source="post: 8303772" data-attributes="member: 42582"><p><em>Prior input from player</em> might be the build of the character - so that when challenges are confronted, this is a (perhaps the) significant determinant of how things turn out. My impression is that at least some 5e D&D players in this way. (And not because of any particular skill in PC building, but because of what the participants take to be the connection between <em>choice of class and archetype</em> and the process of action resolution. The notion of "spotlight" I think would be closely relatd to this.)</p><p></p><p>Some of Classic Traveller play is also like this - and there is very little skill involved in Classic Traveller PC building! For certain sorts of situations (maybe they're not really challenges, but I'll set that to one side - I'm thinking of routine encounters with officials, of routine operation of a starship, and of buying and selling trade goods) it is the skill that is brought to the situation rather than a decision made in the moment of play that determines how things turn out.</p><p></p><p>Examples of GM decision-making might be deciding what happens next without regard to what the players do in the moment of play. Many TSR and WotC modules advocate this sort of approach.</p></blockquote><p></p>
[QUOTE="pemerton, post: 8303772, member: 42582"] [i]Prior input from player[/i] might be the build of the character - so that when challenges are confronted, this is a (perhaps the) significant determinant of how things turn out. My impression is that at least some 5e D&D players in this way. (And not because of any particular skill in PC building, but because of what the participants take to be the connection between [i]choice of class and archetype[/i] and the process of action resolution. The notion of "spotlight" I think would be closely relatd to this.) Some of Classic Traveller play is also like this - and there is very little skill involved in Classic Traveller PC building! For certain sorts of situations (maybe they're not really challenges, but I'll set that to one side - I'm thinking of routine encounters with officials, of routine operation of a starship, and of buying and selling trade goods) it is the skill that is brought to the situation rather than a decision made in the moment of play that determines how things turn out. Examples of GM decision-making might be deciding what happens next without regard to what the players do in the moment of play. Many TSR and WotC modules advocate this sort of approach. [/QUOTE]
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