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You're doing what? Surprising the DM
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<blockquote data-quote="Manbearcat" data-source="post: 6110613" data-attributes="member: 6696971"><p>Precisely. In <a href="http://www.enworld.org/forum/showthread.php?334595-You-re-doing-what-Surprising-the-DM&p=6110375&viewfull=1#post6110375" target="_blank">this session outlined above </a>, I had very little to do with moving the game along once it began. I solicited their input, narrated the portions of the Transition Scene that they left open. I then solicited their input for how they were going to deal with the conflict and the game emerged accordingly. I introduced a scene bang that put pressure on the PCs and from that point, they dictate everything that happens on successes (in the narrative) which establishes content and dictates the context for what comes next. Only on failures would I introduce complications that affected the narrative and put new pressure on them (and sometimes I'll solicit their input for that). The players treated their Skills/Spells/Features/Practices as resources to be deployed to further their own success and to frame the narrative. They:</p><p></p><p>- Determine what content they do not want to engage with (they clearly signal that they want the initial trek through the badlands to be a Transition Scene by using the martial practices and rituals that they use...in the same way that Hussar signals it to his GM.).</p><p>- Create resources to deploy (spells, tools and equipment), or use their own in new ways, and then author the fiction entirely. </p><p>- If they would have been successful on either of their final two checks (Nature and History), they would have established content in the game-world by introducing terrain as an asset for themselves or as a complication for their enemies. They dictated the terms of narrative engagement; they lost so terrain emerged as complications/impediments for their goals.</p><p></p><p>When they lost, new conflict was framed that was thematically tied to the stakes of the initial scene (securing the idol and bringing it back to the village). Its very different from serial exploration/time accounting and procedural play that expects players to stay in actor stance and use their proficiencies as solely world-interaction devices for interfacing with the GM's pre-established content (instead of deployable resources that establishes the zoomed-in, high resolution content of the game-world during play).</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 6110613, member: 6696971"] Precisely. In [URL="http://www.enworld.org/forum/showthread.php?334595-You-re-doing-what-Surprising-the-DM&p=6110375&viewfull=1#post6110375"]this session outlined above [/URL], I had very little to do with moving the game along once it began. I solicited their input, narrated the portions of the Transition Scene that they left open. I then solicited their input for how they were going to deal with the conflict and the game emerged accordingly. I introduced a scene bang that put pressure on the PCs and from that point, they dictate everything that happens on successes (in the narrative) which establishes content and dictates the context for what comes next. Only on failures would I introduce complications that affected the narrative and put new pressure on them (and sometimes I'll solicit their input for that). The players treated their Skills/Spells/Features/Practices as resources to be deployed to further their own success and to frame the narrative. They: - Determine what content they do not want to engage with (they clearly signal that they want the initial trek through the badlands to be a Transition Scene by using the martial practices and rituals that they use...in the same way that Hussar signals it to his GM.). - Create resources to deploy (spells, tools and equipment), or use their own in new ways, and then author the fiction entirely. - If they would have been successful on either of their final two checks (Nature and History), they would have established content in the game-world by introducing terrain as an asset for themselves or as a complication for their enemies. They dictated the terms of narrative engagement; they lost so terrain emerged as complications/impediments for their goals. When they lost, new conflict was framed that was thematically tied to the stakes of the initial scene (securing the idol and bringing it back to the village). Its very different from serial exploration/time accounting and procedural play that expects players to stay in actor stance and use their proficiencies as solely world-interaction devices for interfacing with the GM's pre-established content (instead of deployable resources that establishes the zoomed-in, high resolution content of the game-world during play). [/QUOTE]
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