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<blockquote data-quote="howandwhy99" data-source="post: 5042272" data-attributes="member: 3192"><p>Basically the players can attempt any action in another player's, the referee's, imaginary world. However, this is only an attempt and an imaginary character is understood as trying it. The players do not get to narrate their own consequences. Rather they explore a world exterior to themselves by discovering consequences to attempted actions accounted for by hidden rules and then attempting to deduce these from the Ref's responses. The scope of the rules is what the DM speaks throughout play, seen in agreement or denial, but the players actions may enlarge them. And, IMG, each player's engagement is rewarded with points towards "natural" class advancement when a consequence falls within performing successfully the class/role they've chosen to play.</p><p></p><p>Though my game probably looks somewhat like a pawsplay nonlinear, mechanistic game. But, as mentioned in another thread, I don't waste my time altering the world players never affect. Any given session scenario proceeds unchanged until the PCs do more than sit each Turn or until an equilibrium is reached and repeats itself.</p><p></p><p>I think some actions are regularly rewarded for players who perform them, beyond what awards XP, but nothing here is enforced. It's more simply smart play and good advice to give. Here's a short list: goal setting, planning, teamwork, information tracking, and good communication. </p><p></p><p>Though an imagination is always a requirement. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" /></p></blockquote><p></p>
[QUOTE="howandwhy99, post: 5042272, member: 3192"] Basically the players can attempt any action in another player's, the referee's, imaginary world. However, this is only an attempt and an imaginary character is understood as trying it. The players do not get to narrate their own consequences. Rather they explore a world exterior to themselves by discovering consequences to attempted actions accounted for by hidden rules and then attempting to deduce these from the Ref's responses. The scope of the rules is what the DM speaks throughout play, seen in agreement or denial, but the players actions may enlarge them. And, IMG, each player's engagement is rewarded with points towards "natural" class advancement when a consequence falls within performing successfully the class/role they've chosen to play. Though my game probably looks somewhat like a pawsplay nonlinear, mechanistic game. But, as mentioned in another thread, I don't waste my time altering the world players never affect. Any given session scenario proceeds unchanged until the PCs do more than sit each Turn or until an equilibrium is reached and repeats itself. I think some actions are regularly rewarded for players who perform them, beyond what awards XP, but nothing here is enforced. It's more simply smart play and good advice to give. Here's a short list: goal setting, planning, teamwork, information tracking, and good communication. Though an imagination is always a requirement. :p [/QUOTE]
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