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Surprising the GM, or, Random Content in Dungeons
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<blockquote data-quote="hawkeyefan" data-source="post: 7971421" data-attributes="member: 6785785"><p>I think that looking at examples of games along the lines that you’ve described would show some key differences. If we think of Standard GMing as something like D&D or similar and then Player-like GMing as something like Dungeon World or similar.</p><p></p><p>DW and other Powered by the Apocalypse games have the “play to find out” approach. The GM is involved in setting up the situation and the participants involved, but how things will play out is as uncertain for him as it is for the players. </p><p></p><p>I think your list of priorities shows that although both games may foster immersion and both present challenges to players, which of those things is prioritized would be the key difference. There would be other differences, too, and also many similarities, and of course everyone’s game is different, so there’s no universal answer....but where a game’s priority is placed is the big factor here.</p></blockquote><p></p>
[QUOTE="hawkeyefan, post: 7971421, member: 6785785"] I think that looking at examples of games along the lines that you’ve described would show some key differences. If we think of Standard GMing as something like D&D or similar and then Player-like GMing as something like Dungeon World or similar. DW and other Powered by the Apocalypse games have the “play to find out” approach. The GM is involved in setting up the situation and the participants involved, but how things will play out is as uncertain for him as it is for the players. I think your list of priorities shows that although both games may foster immersion and both present challenges to players, which of those things is prioritized would be the key difference. There would be other differences, too, and also many similarities, and of course everyone’s game is different, so there’s no universal answer....but where a game’s priority is placed is the big factor here. [/QUOTE]
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