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<blockquote data-quote="AbdulAlhazred" data-source="post: 8322163" data-attributes="member: 82106"><p>So, even Gygax was OK with players being in charge, at times, of filling in some of those gaps. I see what you are saying as BROADLY being compatible with something like Dungeon World, where there are 'maps with holes in them'. It is up to the process of play to fill those in, where needed. Presumably when this is well done it will produce a relatively pleasing 'map' that everyone can look at and feel like it is a coherent thing in some sense. And I would note, even in DW the GM isn't mandated to go to the players specifically to fill in any given blank! Nor do the players have ANY formal mechanical recourse to invoking something that will give THEM some authorial power. A player can state actions that are surely likely to get the GM to call a Discern Realities, but once the player rolls for that, it is the GM who answers the questions! I'm not saying DW is cool with a GM who never asks questions and answers them all with his own ideas exclusively, but if the players want more of a feel of "we are just exploring what someone else's imagination/dice/whatever generated without our input" you can get pretty close! I've played in one or two DW games where the players were all veterans of traditional play and they pretty much pushed it in that direction. It wasn't the most dynamic DW game ever, but the system worked and as long as the players were willing to take their bonds and whatnot seriously the game could still achieve reasonable forward velocity. There are certainly other Story Games which are INTENDED to run that way, usually they are more niche thematic games where everyone is bound to a fairly tight milieu.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 8322163, member: 82106"] So, even Gygax was OK with players being in charge, at times, of filling in some of those gaps. I see what you are saying as BROADLY being compatible with something like Dungeon World, where there are 'maps with holes in them'. It is up to the process of play to fill those in, where needed. Presumably when this is well done it will produce a relatively pleasing 'map' that everyone can look at and feel like it is a coherent thing in some sense. And I would note, even in DW the GM isn't mandated to go to the players specifically to fill in any given blank! Nor do the players have ANY formal mechanical recourse to invoking something that will give THEM some authorial power. A player can state actions that are surely likely to get the GM to call a Discern Realities, but once the player rolls for that, it is the GM who answers the questions! I'm not saying DW is cool with a GM who never asks questions and answers them all with his own ideas exclusively, but if the players want more of a feel of "we are just exploring what someone else's imagination/dice/whatever generated without our input" you can get pretty close! I've played in one or two DW games where the players were all veterans of traditional play and they pretty much pushed it in that direction. It wasn't the most dynamic DW game ever, but the system worked and as long as the players were willing to take their bonds and whatnot seriously the game could still achieve reasonable forward velocity. There are certainly other Story Games which are INTENDED to run that way, usually they are more niche thematic games where everyone is bound to a fairly tight milieu. [/QUOTE]
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