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<blockquote data-quote="Manbearcat" data-source="post: 8419434" data-attributes="member: 6696971"><p>I think my most succinct answer to random tables is it allows GMs to offload creative energy onto something else while avoiding all 3 of the below.</p><p></p><p>As a whole, here are my thoughts best put together. In the absence of system architecture (conflict/action resolution rules that sufficiently interact with situation and yield satisfying decision-points and have governing principles/best practices of sufficient zoom/resolution to inform them), the GM will do this in any given moment of play:</p><p></p><p>1) GM storytelling</p><p></p><p>2) Conch passing</p><p></p><p>3) The GM is going to have to devote significant cognitive workspace to continually build out system in the course of play (devise > stress test > iterate).</p><p></p><p>All 3 of these are system. Tables fall under 3. So if GMs don’t want to conch pass or storytell, they’re going to be devoting a lot of table time and a lot of cognitive workspace to 3.</p><p></p><p>Some GMs love that. Some GMs love to mix 1 and 3 in equal parts. Maybe they also like a smidgeon of conch passing (historically this happens in low/zero stakes moments of play that are characterization/color-heavy like 45 minute campfire musings/laments or drunken tavern hooliganism or bakery/dress window shopping shenanigans).</p><p></p><p>I get it.</p><p></p><p>I’m just saying the useful analysis of prospective FKR GMs and players starts there.</p><p></p><p>This is what will happen as a result of your collision with this (presently…not so much after session 8) rules-minimalist game. The implications of GM Storytelling are x. The implications of Conch-passing are y. The implications of rules development/stress-testing/iterating live during play are z. Enjoy as your table sort this stuff out in its own unique way.</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 8419434, member: 6696971"] I think my most succinct answer to random tables is it allows GMs to offload creative energy onto something else while avoiding all 3 of the below. As a whole, here are my thoughts best put together. In the absence of system architecture (conflict/action resolution rules that sufficiently interact with situation and yield satisfying decision-points and have governing principles/best practices of sufficient zoom/resolution to inform them), the GM will do this in any given moment of play: 1) GM storytelling 2) Conch passing 3) The GM is going to have to devote significant cognitive workspace to continually build out system in the course of play (devise > stress test > iterate). All 3 of these are system. Tables fall under 3. So if GMs don’t want to conch pass or storytell, they’re going to be devoting a lot of table time and a lot of cognitive workspace to 3. Some GMs love that. Some GMs love to mix 1 and 3 in equal parts. Maybe they also like a smidgeon of conch passing (historically this happens in low/zero stakes moments of play that are characterization/color-heavy like 45 minute campfire musings/laments or drunken tavern hooliganism or bakery/dress window shopping shenanigans). I get it. I’m just saying the useful analysis of prospective FKR GMs and players starts there. This is what will happen as a result of your collision with this (presently…not so much after session 8) rules-minimalist game. The implications of GM Storytelling are x. The implications of Conch-passing are y. The implications of rules development/stress-testing/iterating live during play are z. Enjoy as your table sort this stuff out in its own unique way. [/QUOTE]
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