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The Player vs DM attitude
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<blockquote data-quote="pemerton" data-source="post: 5206347" data-attributes="member: 42582"><p>That's one way to do it. It has its own potential problems, as per <a href="http://isabout.wordpress.com/2010/02/16/the-pitfalls-of-narrative-technique-in-rpg-play/" target="_blank">this blog</a> that LostSoul linked to a while ago. Short version - in a fairly traditional game in which each player is advocate for his/her PC, it can generate a bit of role confusion, and undermine the strength of the game, if the player is also given the job of having to narrate the adversity for his/her PC.</p><p></p><p>It would probably also make a difference if you used the "what happened" as the start of a game - so in effect the player is writing his/her PC's backstory - or if you used the "what happened" during an ongoing game - which is to an extent asking the players to do something that traditionally is the job of the GM.</p><p></p><p>Not at all saying it can't be done. But like everything else about adventure design and scene framing, it has the potential to go wrong! (I think this potential to go wrong is pretty much endemic to the RPG form, which relies so heavily on the GM to deliver the story elements, but at the same time needs the GM to hang back at just those crucial moments - so much room for mistakes in judgement!)</p></blockquote><p></p>
[QUOTE="pemerton, post: 5206347, member: 42582"] That's one way to do it. It has its own potential problems, as per [url=http://isabout.wordpress.com/2010/02/16/the-pitfalls-of-narrative-technique-in-rpg-play/]this blog[/url] that LostSoul linked to a while ago. Short version - in a fairly traditional game in which each player is advocate for his/her PC, it can generate a bit of role confusion, and undermine the strength of the game, if the player is also given the job of having to narrate the adversity for his/her PC. It would probably also make a difference if you used the "what happened" as the start of a game - so in effect the player is writing his/her PC's backstory - or if you used the "what happened" during an ongoing game - which is to an extent asking the players to do something that traditionally is the job of the GM. Not at all saying it can't be done. But like everything else about adventure design and scene framing, it has the potential to go wrong! (I think this potential to go wrong is pretty much endemic to the RPG form, which relies so heavily on the GM to deliver the story elements, but at the same time needs the GM to hang back at just those crucial moments - so much room for mistakes in judgement!) [/QUOTE]
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