Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*TTRPGs General
What is *worldbuilding* for?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="pemerton" data-source="post: 7336631" data-attributes="member: 42582"><p>I don't think so. At least as I understand it, the players' action declarations affected the framing. Eg those action declarations made it the case (say) that this Shade NPC was sympathetic rather than hostile to them, which makes it impossible for the GM to (say) narrate that <em>everyone</em> among the Shades turns on them.</p><p></p><p>(That's a simplified example, obviously, just to try and convey what I mean.)</p><p></p><p>The last sentence here is helping me reach the description I gave just above: the GM's narration was constrained by elements of the framing that had changed, or been established, by action resolution.</p><p></p><p>When I talk about the GM carrying the weight at that final point, I think I'm talking about the same thing as your "how things ultimately played out." A difference between us is that I would generally look to the players for a desire as to how things ultimately play out, and have that be a direct consequence of the action resolution (which doesn't meant it has to be simple - the action resolution might unfold over mutliple checks, with both mechanical and fiction-to-fiction iteration, etc).</p><p></p><p>My tentative prediction was that your game might have come under pressure to let the players exercise more control (not narrative fiat control, but settling-it-through-action-declaration control) up through those final/ultimate elements as it went along: as the players got more invested, and formed more concrete ideas about how they wanted to see things end up, and so made a greater effort to frame and push their action declarations in those definite directions (rather than, say - and to use another toy example - just trying to make the negotiator friendly to them, but leaving it to the GM to work out exactly what "being friendly" yields in concrete terms).</p><p></p><p>Did your game experience any such trajectory or pressure?</p></blockquote><p></p>
[QUOTE="pemerton, post: 7336631, member: 42582"] I don't think so. At least as I understand it, the players' action declarations affected the framing. Eg those action declarations made it the case (say) that this Shade NPC was sympathetic rather than hostile to them, which makes it impossible for the GM to (say) narrate that [I]everyone[/I] among the Shades turns on them. (That's a simplified example, obviously, just to try and convey what I mean.) The last sentence here is helping me reach the description I gave just above: the GM's narration was constrained by elements of the framing that had changed, or been established, by action resolution. When I talk about the GM carrying the weight at that final point, I think I'm talking about the same thing as your "how things ultimately played out." A difference between us is that I would generally look to the players for a desire as to how things ultimately play out, and have that be a direct consequence of the action resolution (which doesn't meant it has to be simple - the action resolution might unfold over mutliple checks, with both mechanical and fiction-to-fiction iteration, etc). My tentative prediction was that your game might have come under pressure to let the players exercise more control (not narrative fiat control, but settling-it-through-action-declaration control) up through those final/ultimate elements as it went along: as the players got more invested, and formed more concrete ideas about how they wanted to see things end up, and so made a greater effort to frame and push their action declarations in those definite directions (rather than, say - and to use another toy example - just trying to make the negotiator friendly to them, but leaving it to the GM to work out exactly what "being friendly" yields in concrete terms). Did your game experience any such trajectory or pressure? [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
What is *worldbuilding* for?
Top