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<blockquote data-quote="Numidius" data-source="post: 8434301" data-attributes="member: 6972053"><p>Here is almost midnight, these are my thoughts, let' see how it goes.</p><p></p><p>Tl;dr fast, flowing, combat heavy, hard choices driven session, influenced by, and actually more cinematic than, PbtA, IME.</p><p></p><p>procedural content generation (method + why) > Gm via prep and via improv after players action declarations or lack thereof and instead dramatic needs perceived at the table + because table prefers Gm consistency and Gm likes to be surprised by players. </p><p></p><p>player orients themselves to situation via conversation and whatever mechanical means at their disposal > mec. means are general usage of abilities/stats/spells from char gen and possessions. Conversation is Queen, broad strokes or fine details. </p><p></p><p>action declared > </p><p>action resolution (method and why) > Players declare what their character DO, Gm declares what NPCs/anything else DO, or viceversa. If/when opposing forces reach a point of indecision about outcome: opposed 2D6 are rolled possibly with dis/advantage advocated then voted by table + because we want diegetic declarations, fiction rolling and indulge in cinematic, dramatic details, not in procedures, difficulty ratings and numbers in general. </p><p></p><p>derived consequences/gamestate change (what and why) > These are generally discussed, or implied, during declarations/dice resolution and thus organically flow thereafter. Gm uses conversation to offer success with complications to players when feels fit. </p><p>Gm is expected to frame new scenes accordingly, players to take those changes into account as well.</p></blockquote><p></p>
[QUOTE="Numidius, post: 8434301, member: 6972053"] Here is almost midnight, these are my thoughts, let' see how it goes. Tl;dr fast, flowing, combat heavy, hard choices driven session, influenced by, and actually more cinematic than, PbtA, IME. procedural content generation (method + why) > Gm via prep and via improv after players action declarations or lack thereof and instead dramatic needs perceived at the table + because table prefers Gm consistency and Gm likes to be surprised by players. player orients themselves to situation via conversation and whatever mechanical means at their disposal > mec. means are general usage of abilities/stats/spells from char gen and possessions. Conversation is Queen, broad strokes or fine details. action declared > action resolution (method and why) > Players declare what their character DO, Gm declares what NPCs/anything else DO, or viceversa. If/when opposing forces reach a point of indecision about outcome: opposed 2D6 are rolled possibly with dis/advantage advocated then voted by table + because we want diegetic declarations, fiction rolling and indulge in cinematic, dramatic details, not in procedures, difficulty ratings and numbers in general. derived consequences/gamestate change (what and why) > These are generally discussed, or implied, during declarations/dice resolution and thus organically flow thereafter. Gm uses conversation to offer success with complications to players when feels fit. Gm is expected to frame new scenes accordingly, players to take those changes into account as well. [/QUOTE]
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