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The Caller and the Mapper
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<blockquote data-quote="Iosue" data-source="post: 6319705" data-attributes="member: 6680772"><p>With mutual respect, I think you're splitting too fine a hair here, and perhaps taking two lines out of the context of my post and the larger context of the discussion in which it was made.</p><p></p><p>I'll further note that I'm not describing some platonic ideal of play here. I'm describing the specific style of play that my specific groups use when trying to play B/X D&D as an exploration game.</p><p></p><p>So, sure, I have involvement. But what I don't seek is <em>control</em>. I make certain choices before the game in order to create the field of play. The dungeons and hexes are stocked at random. Many encounters in play are random. NPC reactions are based on reaction rolls. Certainly I interpret these results into a coherent whole. But I don't have a story. Without the actions of the players, all I have are empty sets. Any story that exists is driven by the actions of the characters in play. Even in my NPC interactions, since I'm relying on random rolls I have very little control over how any one NPC will act, let alone the in-progress story as a whole.</p><p></p><p>To put it in DMMike's terms, it would seem that he as DM wishes to retain control of the story, while his players affect it. In my games, I want the players to have control of the story, while I merely affect it, simply because as DM I cannot not. You could define "control" so broadly that there is no distinction between how DMMike and I run our games, but I'm not sure how useful that would be.</p></blockquote><p></p>
[QUOTE="Iosue, post: 6319705, member: 6680772"] With mutual respect, I think you're splitting too fine a hair here, and perhaps taking two lines out of the context of my post and the larger context of the discussion in which it was made. I'll further note that I'm not describing some platonic ideal of play here. I'm describing the specific style of play that my specific groups use when trying to play B/X D&D as an exploration game. So, sure, I have involvement. But what I don't seek is [i]control[/i]. I make certain choices before the game in order to create the field of play. The dungeons and hexes are stocked at random. Many encounters in play are random. NPC reactions are based on reaction rolls. Certainly I interpret these results into a coherent whole. But I don't have a story. Without the actions of the players, all I have are empty sets. Any story that exists is driven by the actions of the characters in play. Even in my NPC interactions, since I'm relying on random rolls I have very little control over how any one NPC will act, let alone the in-progress story as a whole. To put it in DMMike's terms, it would seem that he as DM wishes to retain control of the story, while his players affect it. In my games, I want the players to have control of the story, while I merely affect it, simply because as DM I cannot not. You could define "control" so broadly that there is no distinction between how DMMike and I run our games, but I'm not sure how useful that would be. [/QUOTE]
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