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Too many cooks (a DnDN retrospective)
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<blockquote data-quote="Manbearcat" data-source="post: 6055928" data-attributes="member: 6696971"><p>This precisely.</p><p> </p><p>I can't speak for Hussar but I suspect that our table dynamics are not terribly different given his description of his wants. For my group, my role at GM is:</p><p> </p><p>- Facilitator of making clear our Social Contract before a game begans and throughout its course. This includes managing minor, idiosyncratic differences in playstyles between players and clarifying our common goal and expectations of each other.</p><p> </p><p>- Facilitator of Creative Agenda. This includes clarifying genre expectations/logic, thematic/archetype interests, player stance and meta-gaming expectations. Setting will be established by of this solicitation of individual and collective preferences. </p><p> </p><p>- Clarifier and arbitor of Ephemera. This involves the default (and any adjustments to) mechanical resolution tools through which the Creative Agenda will be achieved and calibrated. Our table preference is these are clear, concise and transparent such that my role as arbitor is minimized nearly to the point of non-existence. This includes the interest of maximization of player-driven fiction creation, miinimzation of DM fiat and total lack of DM force in story/plot progression.</p><p> </p><p>- Ceator and player of antagonists, adversity, and color external to the PCs. This involves establishing progressive scenes through which the players will respond by actualizing their thematic/archetype interests (outlined in Creative Agenda) and then responding to their responses (insert feedback loop). Fiction emerges. </p><p> </p><p>Pretty straight forward. Totally legitimate table style. For the most part divergence will probably be (i) the major inclusiveness of, and in many cases ceding authority to, the players in the establishment of the Creative Agenda, (ii) the preference of minimization of role as arbitor by way of highly constrained, hard-coded mechanical resolution tools, and (iii) the interest of maximization of player-driven fiction creation, miinimzation of DM fiat and total lack of DM force in story/plot progression.</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 6055928, member: 6696971"] This precisely. I can't speak for Hussar but I suspect that our table dynamics are not terribly different given his description of his wants. For my group, my role at GM is: - Facilitator of making clear our Social Contract before a game begans and throughout its course. This includes managing minor, idiosyncratic differences in playstyles between players and clarifying our common goal and expectations of each other. - Facilitator of Creative Agenda. This includes clarifying genre expectations/logic, thematic/archetype interests, player stance and meta-gaming expectations. Setting will be established by of this solicitation of individual and collective preferences. - Clarifier and arbitor of Ephemera. This involves the default (and any adjustments to) mechanical resolution tools through which the Creative Agenda will be achieved and calibrated. Our table preference is these are clear, concise and transparent such that my role as arbitor is minimized nearly to the point of non-existence. This includes the interest of maximization of player-driven fiction creation, miinimzation of DM fiat and total lack of DM force in story/plot progression. - Ceator and player of antagonists, adversity, and color external to the PCs. This involves establishing progressive scenes through which the players will respond by actualizing their thematic/archetype interests (outlined in Creative Agenda) and then responding to their responses (insert feedback loop). Fiction emerges. Pretty straight forward. Totally legitimate table style. For the most part divergence will probably be (i) the major inclusiveness of, and in many cases ceding authority to, the players in the establishment of the Creative Agenda, (ii) the preference of minimization of role as arbitor by way of highly constrained, hard-coded mechanical resolution tools, and (iii) the interest of maximization of player-driven fiction creation, miinimzation of DM fiat and total lack of DM force in story/plot progression. [/QUOTE]
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