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<blockquote data-quote="Lanefan" data-source="post: 4330409" data-attributes="member: 29398"><p>It's more that the players don't have any ideas of their own and are asking to be fed something. It happens, now and then.Assuming it's a change, and not an add-on. I won't make changes that invalidate something that has gone before...I'm quite anal about that, in fact. However, anything's open to change until and unless the game runs into it. I'm trying to rationalize this to the world I've just started running, and...can't. The world I've dreamed up is what it is. The rules are what they are...and they are never "so inflexible" that they can't be bent sideways by an old-school kitbasher...and the two are to me almost independent of each other. The world and its physical rules (gravity, weather, etc.) are in-game constructs, while the gameplay rules are metagame constructs; and though they occasionally meet, it doesn't happen often.I'm also saying GM narration on a larger scale includes determining how the world does things the characters have to react to. Some examples that would (normally) generate PC reactions:</p><p></p><p> - a long-dormant volcano erupts near the party's home base, or</p><p> - the rumoured invasion by the northern hordes is no longer just a rumour - the kingdom is in peril, or</p><p> - when you took to your tents the weather was clear, but by dawn there is heavy snow - travel may be impossible, or</p><p> - the party-supported candidate for the throne has just lost the election and the winner has vengeance on her mind, or</p><p>(etc.; you get the idea...)</p><p></p><p>All of these are GM narration. What the PCs/players do with it is up to them.</p><p></p><p>Lanefan</p></blockquote><p></p>
[QUOTE="Lanefan, post: 4330409, member: 29398"] It's more that the players don't have any ideas of their own and are asking to be fed something. It happens, now and then.Assuming it's a change, and not an add-on. I won't make changes that invalidate something that has gone before...I'm quite anal about that, in fact. However, anything's open to change until and unless the game runs into it. I'm trying to rationalize this to the world I've just started running, and...can't. The world I've dreamed up is what it is. The rules are what they are...and they are never "so inflexible" that they can't be bent sideways by an old-school kitbasher...and the two are to me almost independent of each other. The world and its physical rules (gravity, weather, etc.) are in-game constructs, while the gameplay rules are metagame constructs; and though they occasionally meet, it doesn't happen often.I'm also saying GM narration on a larger scale includes determining how the world does things the characters have to react to. Some examples that would (normally) generate PC reactions: - a long-dormant volcano erupts near the party's home base, or - the rumoured invasion by the northern hordes is no longer just a rumour - the kingdom is in peril, or - when you took to your tents the weather was clear, but by dawn there is heavy snow - travel may be impossible, or - the party-supported candidate for the throne has just lost the election and the winner has vengeance on her mind, or (etc.; you get the idea...) All of these are GM narration. What the PCs/players do with it is up to them. Lanefan [/QUOTE]
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