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<blockquote data-quote="Numidius" data-source="post: 8420134" data-attributes="member: 6972053"><p>Well, I'nt gonna argue about a three sentences play loop in a white room. I proposed my own provisional one.</p><p></p><p>Since my very first Basic dnd game, I know for a fact that Gm Decides All can suck pretty badly. I started game-mastering soon after and advocating for player agency and authority since then. </p><p></p><p>When asked to run Gumshoe purist/gritty Cthulhu, I rapidly did without any fiddly rules bit, leaving only skill points resources, but enphasizing their expenditure to foster agency and authorship. </p><p></p><p>So, I as a Gm that does not suck at all and wants to play more than less, find the overall FKR approach useful and easy to teach to would be game-masters. </p><p></p><p>Start with setting and characters. Go full on diegetic. Foster descriptions, narration and discussion of fictional stuff. Zoom in and out of details on demand. Find ultralight rules that fit in some way, be it D10 dicepool for White Wolf books; D20 etc for D&D related games, Dfudge, opposed 2d6 or vs TN, and build on that as you go if it's not enough. Blend in-character rpg, mass battles wargame, factions intrigues seemlessly following the fiction and ad-hoc resolutions. </p><p></p><p>Needless to say I found very useful also Baker's principles and agenda in AW. Been following his design since, I don't know, Poison'd maybe? That one was wicked. </p><p></p><p>Loved Elfs and Trollbabe from Edwards. Quite clunky in actual play, but TB changed the way I run since. </p><p></p><p>As a side note: wasn't Sorcerer rpg by Edwards using an opposed dice pool and then table agreement on the disparity between the two, to resolve stuff?</p></blockquote><p></p>
[QUOTE="Numidius, post: 8420134, member: 6972053"] Well, I'nt gonna argue about a three sentences play loop in a white room. I proposed my own provisional one. Since my very first Basic dnd game, I know for a fact that Gm Decides All can suck pretty badly. I started game-mastering soon after and advocating for player agency and authority since then. When asked to run Gumshoe purist/gritty Cthulhu, I rapidly did without any fiddly rules bit, leaving only skill points resources, but enphasizing their expenditure to foster agency and authorship. So, I as a Gm that does not suck at all and wants to play more than less, find the overall FKR approach useful and easy to teach to would be game-masters. Start with setting and characters. Go full on diegetic. Foster descriptions, narration and discussion of fictional stuff. Zoom in and out of details on demand. Find ultralight rules that fit in some way, be it D10 dicepool for White Wolf books; D20 etc for D&D related games, Dfudge, opposed 2d6 or vs TN, and build on that as you go if it's not enough. Blend in-character rpg, mass battles wargame, factions intrigues seemlessly following the fiction and ad-hoc resolutions. Needless to say I found very useful also Baker's principles and agenda in AW. Been following his design since, I don't know, Poison'd maybe? That one was wicked. Loved Elfs and Trollbabe from Edwards. Quite clunky in actual play, but TB changed the way I run since. As a side note: wasn't Sorcerer rpg by Edwards using an opposed dice pool and then table agreement on the disparity between the two, to resolve stuff? [/QUOTE]
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