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<blockquote data-quote="pemerton" data-source="post: 9808494" data-attributes="member: 42582"><p>So is the answer to my question - <em>how does the framing of scenes/establishing of situations work in your system?</em> - the following (at least more-or-less)?</p><p></p><p style="margin-left: 20px">*The GM builds (or borrows or purchases) a fantasy setting.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">*The GM thinks up one or more sequences of dramatic events/developments that are unfolding in this setting.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">*The GM begins the game by presenting the players with relatively low-stakes situations that their PCs are in, which contain hints of or allusions to the events/developments mentioned in the previous dot point.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">*The GM gradually introduces more overt elements into the immediate situation that are drawn from, or give expression to, the events/developments mentioned in the second dot point.</p><p></p><p>That does leave me curious - while the game is at the beginning/early stage, what does the GM present as the primary content of scene/situations, if the dramatic events/developments are merely being hinted at or alluded to? You talk about "cues" and "direct[ing] players in a general direction" - but what is being cued? What direction are the players being directed in, if not to the dramatic events/developments? (Which you say does not happen until later, say level 5.)</p></blockquote><p></p>
[QUOTE="pemerton, post: 9808494, member: 42582"] So is the answer to my question - [I]how does the framing of scenes/establishing of situations work in your system?[/I] - the following (at least more-or-less)? [indent]*The GM builds (or borrows or purchases) a fantasy setting. *The GM thinks up one or more sequences of dramatic events/developments that are unfolding in this setting. *The GM begins the game by presenting the players with relatively low-stakes situations that their PCs are in, which contain hints of or allusions to the events/developments mentioned in the previous dot point. *The GM gradually introduces more overt elements into the immediate situation that are drawn from, or give expression to, the events/developments mentioned in the second dot point.[/indent] That does leave me curious - while the game is at the beginning/early stage, what does the GM present as the primary content of scene/situations, if the dramatic events/developments are merely being hinted at or alluded to? You talk about "cues" and "direct[ing] players in a general direction" - but what is being cued? What direction are the players being directed in, if not to the dramatic events/developments? (Which you say does not happen until later, say level 5.) [/QUOTE]
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