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You're doing what? Surprising the DM
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<blockquote data-quote="Manbearcat" data-source="post: 6110731" data-attributes="member: 6696971"><p>To be sure. I think one of the takeaways from this conversation is that if you detached me from my seat as GM and put you or chaochau in my place, my players wouldn't even notice the difference. Conversely, if you sat Celebrim or N'racc in my place it would be readily apparent. Even in the same system, there are some technique and creative agenda differences that would make for a different playing experience. For clarity, I'm referring to my standard D&D game. I'll note that 2 of my 3 players are also big advocates of Classic Traveler so heavy sim games are not out of their "sweet spot." I suspect both of them would very much enjoy Celebrim's and N'racc's serial, setting-exploration, procedural, process-sim sandbox game. It would just be different from my game.</p><p></p><p></p><p></p><p></p><p>Quite a bit. I consider my job to present low-resolution, zoomed-out setting color in Transition Scenes and ask the players focused questions and then hand the narrative authority over to them (and resolve anything that may need to be mechanically resolved). On Action Scenes, I consider my responsibility to present genre-relevant, thematically and tactically challenging adversity that puts them right into the action. That was pretty much my contribution in that session.</p><p></p><p>Me: Take the Druid player's cues from her formalized background and fill in some low-resolution details in the Scenes that set-up the session that I scribed above. I established the low-resolution, zoomed-out info on the geographical information of the forest/trail, the badlands and the snake-mens' temple. I also establish fail-forward pressures throughout as they lose their check and thus lose authorship rights. I framed the scene opener with the (i) hyena pack stalking the Rogue's horse, and later created (ii) the horses comparatively tiring compared to the lizard mounts, (iii) the gorge, (iv) the sinkhole. </p><p></p><p>Players: </p><p></p><p>- The Druid formalizes background and sets up Distinction/Belief equivalents that cue what thematic material she wants invoked. She also has full authority to treat her History (the last failed check) as a BW Wise. It is high-resolution, zoomed-in content establishment. If she succeeds their, she has full authorship rights to impose what she finds and how it resolves itself on the narrative. She narrated the horse injury conflict and her healing materials into existence (we don't do high-resolution equipment accounting). Her successes were hers to narrate; the primal spirits of the earth against the hyenas and the horses recovery.</p><p></p><p>- The Bladesinger created all of the background information in the Badlands Transition Scene; the debriefing with the Trail-Warden regarding the navigation to the temple via the mountains in the background and the navigation back via the stars. He basically fully facilitated the Transition Scene. He also had full authority to attempt to meet a Hard + DC to extend his Arcane Gate and trading resources to do so. He requested 2 successes if he pulled it off; I gladly granted it. He would have had full narration rights on the Gorge complication if he would have succeeded. From what I can recall, he was going to narrate it as them sprinting across a narrow land-bridge spanning a gorge, setting up the Druid to sabotage it with a Stone Shape Ritual.</p><p></p><p>- The Rogue's primary contribution in this department was narrating his Acrobatics and Thievery. However, the contribution of Thievery here was a big part of his shtick. His background is as a shipwright/engineer and he has a power "A Tool for Everything" that lets him basically pull a Macgyver whenever he wishes; in this case, he created a resource akin to a police "spike-strip" that disables vehicles. His was basically a camouflaged mat that he could roll out that would serve as a field of caltrops. This was fully ad-libbed by him and he does this regularly.</p><p></p><p></p><p>The underdark scene (post-sinkhole) to get the idol back from the "feral mole-men" was framed by me but there was plenty of back-and forth in narrative authority throughout. This was effectively a fully ad-hocced "dungeon by way of Skill Challenge" that emerged through play. At the end, due to their success, I allowed them to get the drop on the nest battle scene and also allowed them to co-create the terrain features and hazards with me for the L + 5 boss battle.</p><p></p><p></p><p></p><p>I think I might be somewhere inside the pemerton > chaochau continuum.</p><p></p><p></p><p></p><p>This is pretty much precisely where I come out on this.</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 6110731, member: 6696971"] To be sure. I think one of the takeaways from this conversation is that if you detached me from my seat as GM and put you or chaochau in my place, my players wouldn't even notice the difference. Conversely, if you sat Celebrim or N'racc in my place it would be readily apparent. Even in the same system, there are some technique and creative agenda differences that would make for a different playing experience. For clarity, I'm referring to my standard D&D game. I'll note that 2 of my 3 players are also big advocates of Classic Traveler so heavy sim games are not out of their "sweet spot." I suspect both of them would very much enjoy Celebrim's and N'racc's serial, setting-exploration, procedural, process-sim sandbox game. It would just be different from my game. Quite a bit. I consider my job to present low-resolution, zoomed-out setting color in Transition Scenes and ask the players focused questions and then hand the narrative authority over to them (and resolve anything that may need to be mechanically resolved). On Action Scenes, I consider my responsibility to present genre-relevant, thematically and tactically challenging adversity that puts them right into the action. That was pretty much my contribution in that session. Me: Take the Druid player's cues from her formalized background and fill in some low-resolution details in the Scenes that set-up the session that I scribed above. I established the low-resolution, zoomed-out info on the geographical information of the forest/trail, the badlands and the snake-mens' temple. I also establish fail-forward pressures throughout as they lose their check and thus lose authorship rights. I framed the scene opener with the (i) hyena pack stalking the Rogue's horse, and later created (ii) the horses comparatively tiring compared to the lizard mounts, (iii) the gorge, (iv) the sinkhole. Players: - The Druid formalizes background and sets up Distinction/Belief equivalents that cue what thematic material she wants invoked. She also has full authority to treat her History (the last failed check) as a BW Wise. It is high-resolution, zoomed-in content establishment. If she succeeds their, she has full authorship rights to impose what she finds and how it resolves itself on the narrative. She narrated the horse injury conflict and her healing materials into existence (we don't do high-resolution equipment accounting). Her successes were hers to narrate; the primal spirits of the earth against the hyenas and the horses recovery. - The Bladesinger created all of the background information in the Badlands Transition Scene; the debriefing with the Trail-Warden regarding the navigation to the temple via the mountains in the background and the navigation back via the stars. He basically fully facilitated the Transition Scene. He also had full authority to attempt to meet a Hard + DC to extend his Arcane Gate and trading resources to do so. He requested 2 successes if he pulled it off; I gladly granted it. He would have had full narration rights on the Gorge complication if he would have succeeded. From what I can recall, he was going to narrate it as them sprinting across a narrow land-bridge spanning a gorge, setting up the Druid to sabotage it with a Stone Shape Ritual. - The Rogue's primary contribution in this department was narrating his Acrobatics and Thievery. However, the contribution of Thievery here was a big part of his shtick. His background is as a shipwright/engineer and he has a power "A Tool for Everything" that lets him basically pull a Macgyver whenever he wishes; in this case, he created a resource akin to a police "spike-strip" that disables vehicles. His was basically a camouflaged mat that he could roll out that would serve as a field of caltrops. This was fully ad-libbed by him and he does this regularly. The underdark scene (post-sinkhole) to get the idol back from the "feral mole-men" was framed by me but there was plenty of back-and forth in narrative authority throughout. This was effectively a fully ad-hocced "dungeon by way of Skill Challenge" that emerged through play. At the end, due to their success, I allowed them to get the drop on the nest battle scene and also allowed them to co-create the terrain features and hazards with me for the L + 5 boss battle. I think I might be somewhere inside the pemerton > chaochau continuum. This is pretty much precisely where I come out on this. [/QUOTE]
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