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<blockquote data-quote="zarionofarabel" data-source="post: 9737224" data-attributes="member: 7026405"><p>Yeah, I guess. <img class="smilie smilie--emoji" alt="😳" src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f633.png" title="Flushed face :flushed:" data-shortname=":flushed:" loading="lazy" width="64" height="64" /> In my embarrassment I decided to take a break from the thread as punishment. <img class="smilie smilie--emoji" alt="😊" src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f60a.png" title="Smiling face with smiling eyes :blush:" data-shortname=":blush:" loading="lazy" width="64" height="64" /> The break got me thinking though, about MouseGuard, also by Luke Crane.</p><p></p><p>So, in Burning Wheel, as you pointed out, the GMs entire purpose is to foster narrative that engages the players interests by focusing on the PC's Beliefs. With the PC's Beliefs being an expression of the themes and ideas the player is interested in experiencing via the game's fiction. MouseGuard offers an alternative to BW's singular focus by splitting the narrative focus, specifically, by splitting the game sessions between a so called "GM Turn" and "Player Turn" respectively. During the "Player Turn" the GM is supposed to foster narrative in a fashion similar to BW in that the narrative is focused on what the player wants to do, giving the player meaningful influence over scenes and how they play out. However, during the "GM Turn" the GM is given free reign to fame scenes, and the stakes therein, independent of player influence, in order to present impersonal challenges the PC's must overcome. So, if I do, in fact, understand MouseGuard's play loop correctly, I have the following questions.</p><p></p><p>1) Would you still consider the "GM Turn" to be a railroad as the GM is the one who is <em>supposed to </em>set stakes and frame scenes independent of player influence?</p><p>2) Does the railroad-y-ness of a game's play loop depend on an expressed (or implied) agreement via "social contract" that the GM and players are supposedly following?</p><p>3) Is it possible that scenes and so called "world events" created by the GM independent of player influence, not be suppressing player agency, if and only if, the players do not feel as their choices are being invalidated?</p><p>4) Have I completely lost it by pursuing this line of thinking, and am in fact, completely talking out of my butt?!?</p><p></p><p>Cheers!</p></blockquote><p></p>
[QUOTE="zarionofarabel, post: 9737224, member: 7026405"] Yeah, I guess. 😳 In my embarrassment I decided to take a break from the thread as punishment. 😊 The break got me thinking though, about MouseGuard, also by Luke Crane. So, in Burning Wheel, as you pointed out, the GMs entire purpose is to foster narrative that engages the players interests by focusing on the PC's Beliefs. With the PC's Beliefs being an expression of the themes and ideas the player is interested in experiencing via the game's fiction. MouseGuard offers an alternative to BW's singular focus by splitting the narrative focus, specifically, by splitting the game sessions between a so called "GM Turn" and "Player Turn" respectively. During the "Player Turn" the GM is supposed to foster narrative in a fashion similar to BW in that the narrative is focused on what the player wants to do, giving the player meaningful influence over scenes and how they play out. However, during the "GM Turn" the GM is given free reign to fame scenes, and the stakes therein, independent of player influence, in order to present impersonal challenges the PC's must overcome. So, if I do, in fact, understand MouseGuard's play loop correctly, I have the following questions. 1) Would you still consider the "GM Turn" to be a railroad as the GM is the one who is [I]supposed to [/I]set stakes and frame scenes independent of player influence? 2) Does the railroad-y-ness of a game's play loop depend on an expressed (or implied) agreement via "social contract" that the GM and players are supposedly following? 3) Is it possible that scenes and so called "world events" created by the GM independent of player influence, not be suppressing player agency, if and only if, the players do not feel as their choices are being invalidated? 4) Have I completely lost it by pursuing this line of thinking, and am in fact, completely talking out of my butt?!? Cheers! [/QUOTE]
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