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Trying to Describe "Narrative-Style Gameplay" to a Current Player in Real-World Terms
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<blockquote data-quote="Emberashh" data-source="post: 9504511" data-attributes="member: 7040941"><p>Thats the purpose of prompts, and why you can just outright ignore them if you want. </p><p></p><p>In my experience, most people tend to come around to it once they see what they can do with them, even if they have that hang up, because even if you're the only person with an Event, you won't actually know how its going to play out, and this only becomes more unpredictable the more people have Events. </p><p></p><p>Events don't end with you merely declaring what you encountered, but after your entire group has engaged with it and Yes,And'd it. Its very much different from the idea of having players just arbitrarily come up with stuff about the world.</p></blockquote><p></p>
[QUOTE="Emberashh, post: 9504511, member: 7040941"] Thats the purpose of prompts, and why you can just outright ignore them if you want. In my experience, most people tend to come around to it once they see what they can do with them, even if they have that hang up, because even if you're the only person with an Event, you won't actually know how its going to play out, and this only becomes more unpredictable the more people have Events. Events don't end with you merely declaring what you encountered, but after your entire group has engaged with it and Yes,And'd it. Its very much different from the idea of having players just arbitrarily come up with stuff about the world. [/QUOTE]
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Trying to Describe "Narrative-Style Gameplay" to a Current Player in Real-World Terms
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