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Why I don't GM by the nose
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<blockquote data-quote="howandwhy99" data-source="post: 5387151" data-attributes="member: 3192"><p>First and foremost, to be an impartial referee the person behind the screen needs to drop expectations about what the players will do. It should be expressed before play that they are being tested on how capable they are in performing their chosen role, no matter what class that is. This defines the game's objective and scope, two important elements that should be known in any game prior to play.</p><p></p><p>I think you're on the right track with an intention or attempt-based game. It puts the players in the driver seat and if they wish to engage, then they are always doing so proactively. </p><p></p><p>Think of it in a action-consequence, cause-and-effect model. The players are always telling you what they are trying to do and, based upon the system you're using, you can clarify by asking them for more information. I think this goes beyond your "what would you do?" expectation and allows the players to drill down. </p><p></p><p>Rather than your description, maybe you could try the following:</p><p></p><p>Ref: Down the hallway about 20' is a doorway illuminated by your torchlight. In front of it is a stone statue with two oranges at the base. </p><p> </p><p>(All these elements are taken in with a casual glance. If they want to interact more with any of the features, then you can start adding wicked grins and shriveled peels on the oranges. Not to mention the heavy detailing of the door. At this point, these details are extraneous to the players anyways. If they become important, they will tell you what they are doing to find them.)</p><p></p><p>Player: Is the statue moving or holding a weapon? </p><p>Ref: Neither.</p><p>Player: What about the door? That's shut right? Any locks or bars?</p><p>Ref: It is shut and there is a golden lock below a doorknob.</p><p>Player: Is that real gold? </p><p>Ref (clarifying): What are you doing to check? </p><p>Player: I'll scratch it with my steel dagger to test its' softness.</p><p>Ref (marking that the PC has moved forward): The metal is softer than the dagger's. There's a scratch on the lock now.</p><p>Etc.</p><p></p><p>If the players ignore anything, in the particular or the whole, that is their decision. A referee isn't there to second guess the strategies of players in a game. </p><p></p><p>By using an attempt-based model for refereeing the players maintain their proactive status rather than being directed. I think it also serves your goal of running an exploration game, having the players "do things", and asking themselves the question "what would you do?" </p><p></p><p>What's doubly nice IMO is it does not differentiate between the players and the characters, which leads to world immersion if not always immersion in character personality. The second is really more or less secondary in fantasy Roleplay Simulation games like these.</p></blockquote><p></p>
[QUOTE="howandwhy99, post: 5387151, member: 3192"] First and foremost, to be an impartial referee the person behind the screen needs to drop expectations about what the players will do. It should be expressed before play that they are being tested on how capable they are in performing their chosen role, no matter what class that is. This defines the game's objective and scope, two important elements that should be known in any game prior to play. I think you're on the right track with an intention or attempt-based game. It puts the players in the driver seat and if they wish to engage, then they are always doing so proactively. Think of it in a action-consequence, cause-and-effect model. The players are always telling you what they are trying to do and, based upon the system you're using, you can clarify by asking them for more information. I think this goes beyond your "what would you do?" expectation and allows the players to drill down. Rather than your description, maybe you could try the following: Ref: Down the hallway about 20' is a doorway illuminated by your torchlight. In front of it is a stone statue with two oranges at the base. (All these elements are taken in with a casual glance. If they want to interact more with any of the features, then you can start adding wicked grins and shriveled peels on the oranges. Not to mention the heavy detailing of the door. At this point, these details are extraneous to the players anyways. If they become important, they will tell you what they are doing to find them.) Player: Is the statue moving or holding a weapon? Ref: Neither. Player: What about the door? That's shut right? Any locks or bars? Ref: It is shut and there is a golden lock below a doorknob. Player: Is that real gold? Ref (clarifying): What are you doing to check? Player: I'll scratch it with my steel dagger to test its' softness. Ref (marking that the PC has moved forward): The metal is softer than the dagger's. There's a scratch on the lock now. Etc. If the players ignore anything, in the particular or the whole, that is their decision. A referee isn't there to second guess the strategies of players in a game. By using an attempt-based model for refereeing the players maintain their proactive status rather than being directed. I think it also serves your goal of running an exploration game, having the players "do things", and asking themselves the question "what would you do?" What's doubly nice IMO is it does not differentiate between the players and the characters, which leads to world immersion if not always immersion in character personality. The second is really more or less secondary in fantasy Roleplay Simulation games like these. [/QUOTE]
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