That's the only relevant one in my shelf to lift verbiage from. I'll see how much a pdf of one of the ones you run is and maybe use that.I've not read or played BitD, so have only a passing familiarity with how it works.
That's the only relevant one in my shelf to lift verbiage from. I'll see how much a pdf of one of the ones you run is and maybe use that.I've not read or played BitD, so have only a passing familiarity with how it works.
The poster you responded to has expressed some knowledge of Apocalypse World. There are materials available for download here.That's the only relevant one in my shelf to lift verbiage from. I'll see how much a pdf of one of the ones you run is and maybe use that.
That isn't an accurate account of my RPGing exepriences.
Here's how I would describe it, from the player side:
When I was regularly playing in what would *now be described as a "trad" game - 2nd ed AD&D - my attempt to inhabit my PC, and pursue my PC's interests, had to yield from time to time to the fact that the GM was laying out a situation, with some sort of set of hidden ideas behind it, which I as a player had to engage with and resolve.When I play Burning Wheel, I inhabit my PC, and pursue my PC's interests, and it's like being there. And "panning out" my perspective, there emerges the *story of my character (which includes my character's family and social world and concerns - it's not narcissistic or solipsistic fiction).
But, to be clear....you ONLY like pure player stories lead by pure player actions with near zero input from you. You sure have never said that as a GM you EVER want to tell YOUR story. And I'd ask: why not? You sure roll out the red carpet for player stories....so why not GM stories?From the GM side, the following, quoted, post captures nothing about my RPGing experience:
What I enjoy about RPGing, on the GM side, is seeing exciting stories come to life. I enjoy the imagination, the dynamism, the bouncing off one another around the table.
As a game is just you and some players.....I guess your saying here the players are the ones to decide everything? How do you see it as a dialogue? You make it sound very one sided: the players have all the power and you have none. You can't even say you work with the players together to decide things....because you type, right above, that it's not YOUR job to decide anything.The difference in "story now" GMing compared to writing up a setting or a situation or a "story" for the players to work through, is that in my GMing I am in a type of dialogue with my players. It's not my job to decide, for instance, whether Megloss's killing of Gerda means that he deserves death. Or whether the sacrifice that Fea-bella made in order to be purged of her lust for the Elfstone (that is, letting Gerda plunge her spear into her heart, which would have been fatal had Fea-bella not had the will to live) was worthwhile.
But your sure not doing anything YOU want....unless you make the circle argument that all you want is to serve the players. Everything you do in a game is for and by the players....you won't even consider doing anything else.So the idea that as a GM I am doing nothing but narrating things the PCs want is ridiculous.
Agreed.If, as a GM, your vision of the setting is sacrosanct, and if the way situations resolve needs to reflect your judgement as to how values, opportunities, risks, etc should resolve themselves, then "story now" RPGing won't be for you. And you won't want to use rulesets that don't let you control those things.
This is yet another example of a player altering reality. And I just don't get how this is so great.This is an example of how a player, in Burning Wheel, can establish a situation that is interesting to them without needing to do anything but play their character.
An extremely good question. Because, frankly, the way @bloodtide talks about it, 99.9% of players are absolute jerks literally all of the time, who play exclusively to cause others pain and misery.@bloodtide Have you ever enjoyed any contributions that your players have made to play? If so, what were they? Can you offer a few examples?
As others have said, I don't think that story games are even remotely about giving players what they want. Engaging their character's dramatic needs is not the same as fulfilling the player's wishes for their character.My take-away is that enjoying storygames as a GM requires a person who gets their joy primarily from fulfilling the players desires to have their PCs be the focus of everything you're doing, and giving them what they want. If anything else matters to you as much or more than that in gaming, storygames are not for you.
In it's typical form, this is what I would describe as GM-driven, low player agency, RPGing.Many GM's want to tell a story about an event, or more simply put: an Adventure.
To quote <whomever>, if I wanted to tell a story, I'd write a novel.you ONLY like pure player stories lead by pure player actions with near zero input from you. You sure have never said that as a GM you EVER want to tell YOUR story. And I'd ask: why not? You sure roll out the red carpet for player stories....so why not GM stories?
I've posted examples. Many of them. In reply to you, I unpacked an episode of 4e D&D play in great detail (post 3809). If you're not interested in reading what I post, that's your prerogative, but I'd be grateful if you'd refrain from empty conjecture about my RPGing.As a game is just you and some players.....I guess your saying here the players are the ones to decide everything? How do you see it as a dialogue?
Just for anyone following along, here's what I actually typed:you type, right above, that it's not YOUR job to decide anything.
I don't understand why you can't accept my account of my play.This is yet another example of a player altering reality. And I just don't get how this is so great.
The character just randomly wanders onto "their land" somewhere. The character then just stands there....and the player makes a "circle check" to see if any of his family is around. The play makes the check. The GM looks at the rules and says "Yup, some of your family members ARE JUST RIGHT THERE" as the GM alters game reality at the REQUEST of the player(so really it's the player doing it, as the GM is just the 'yes middle man'). I GET that as a GM you can ENDLESS hide behind The Rules and say "you did not alter anything whatever the player just asked for was JUST THERE as they make an offical rules roll and made it.
How would I do this in D&D? Well....I would NEVER just have family members just 'pop' in right next to a PC when the player asks "so is my family around?" And D&D has no realty altering rules for this so...no rules here.
This is all typical for low-player-agency RPGing.Most often I, alone, as the GM would make the characters family all by myself. Names, descriptions, who they are, where they are and such. And I would make a "player handout" of "your family" for the player and give it to them.
This is also low-player-agency RPGing, although maybe a bit more extreme than is typical.Once in a while a good player might want to make up their own family...though just about always the bare bones of like 'name, what they do and a sentience about them'. Then they will give me a copy and I will utterly do whatever I want with the information no matter what the player wrote....though chances are I will keep the player made names. And the player has no choice but to accept whatever I do, if I choose to do anything.
You mean like what I described?In ANY case, just about the ONLY way the character could EVER meet a family member is if they were to go to wherever the family member is and meet them in gameplay.
Like...this is the equivalent of a dictator saying that
Because, frankly, the way bloodtide talks about it...
An extremely good question. Because, frankly, the way @bloodtide talks about it, 99.9% of players are absolute jerks literally all of the time, who play exclusively to cause others pain and misery.
I would genuinely think they were engaging in parody if they weren't so serious about it.
OK, but lets look at this in the context of, say, Dungeon World, since I know it much better than BW. There are no 'levels of difficulty' in DW. The game is simply an endless loop of describe->act->adjudicate->describe repeated endlessly, with 'adjudicate' usually involving a toss of 2d6. There are no varying target numbers! Granted, your ability bonus factors into play, so you may be better at some moves than others, but its the fiction which will decide which move you made, and so you have to PLAY THE FICTION, not the GM.no, my preferences would have nothing to do with this, my capacity to fast-talk and infiltrate in the game would be the same equal bonuses, but they are still equally available options are they not? but if i know the GM who narrates the results of my failures is likely to set easier checks and dole out less severe consequences if i try certain methods how is that not playing the GM?

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.