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You're doing what? Surprising the DM
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<blockquote data-quote="Manbearcat" data-source="post: 6113355" data-attributes="member: 6696971"><p>I think a portion of this winding, multi-premised conversation is about Setting and Situation establishment; both in <em>who </em>has the power to do so, <em>how </em>it should be done and <em>when </em>it should be done.</p><p></p><p>You've got <strong>High Resolution Setting</strong>. The <em>when;</em> almost exclusively established completely beforehand. The <em>how;</em> typically grounded in earth-system extrapolation and inference with some genre influence and driven by granular process simulation or high concept simulation replete with intricate cosmology, chronology, regional (inter-regional) politics, technology, infrastructure, macro and micro topography, economy and climate, etc. Setting transcends Situation as establishment of the illusion of a "living, breathing world" carrying on external to the PCs is paramount. The <em>who </em>is almost universally and totally the GM.</p><p></p><p>You've got<strong> Low Resolution Setting</strong>. The <em>when;</em> a hybrid of zoomed out, low resolution generated before play with the zoomed in, high resolution details established during play. The <em>how;</em> genre-physics and logic (at least in my situation) are the primary driver here in that the Setting details that are fleshed out beforehand are typically reduced to what is necessary to color Situation and provoke characters within those Situations. The details that emerge in play during Situation resolution in-fill the cracks, serving to increase the Setting resolution. The <em>who </em>of the Low Resolution portion is typically split with GM as majority author while the High Resolution portion is typically split with players as majority authors.</p><p></p><p>Then you've got <strong>No Myth Setting</strong> which is a more extreme version of Low Resolution whereby most of the intuitive continuity of Setting is established during play via Situation resolution and hindcasting.</p><p></p><p></p><p>There is definitely a lot of tug-of-war over Setting approach here. In the same vein we have the tug-of-war over who has the authority to establish/frame Situation, how it should be resolved (techniques and system) and when should Situation be Action versus Transition.</p><p></p><p>If we have a:</p><p></p><p>- High Resolution Desert</p><p>- that through GM Situation establishment, it possesses no immediate, clearly delineated association to meta-goal (whatever is of consequence in the city) beyond geo-location/proximity relative to players:city; eg positioned between them,</p><p>- when is it reasonable for a player to veto the GM's establishment of Situation and request desert as Action Scene be shunted to Transition Scene?</p><p></p><p>And how does a Low Resolution Setting and No Myth Setting change that answer.</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 6113355, member: 6696971"] I think a portion of this winding, multi-premised conversation is about Setting and Situation establishment; both in [I]who [/I]has the power to do so, [I]how [/I]it should be done and [I]when [/I]it should be done. You've got [B]High Resolution Setting[/B]. The [I]when;[/I] almost exclusively established completely beforehand. The [I]how;[/I] typically grounded in earth-system extrapolation and inference with some genre influence and driven by granular process simulation or high concept simulation replete with intricate cosmology, chronology, regional (inter-regional) politics, technology, infrastructure, macro and micro topography, economy and climate, etc. Setting transcends Situation as establishment of the illusion of a "living, breathing world" carrying on external to the PCs is paramount. The [I]who [/I]is almost universally and totally the GM. You've got[B] Low Resolution Setting[/B]. The [I]when;[/I] a hybrid of zoomed out, low resolution generated before play with the zoomed in, high resolution details established during play. The [I]how;[/I] genre-physics and logic (at least in my situation) are the primary driver here in that the Setting details that are fleshed out beforehand are typically reduced to what is necessary to color Situation and provoke characters within those Situations. The details that emerge in play during Situation resolution in-fill the cracks, serving to increase the Setting resolution. The [I]who [/I]of the Low Resolution portion is typically split with GM as majority author while the High Resolution portion is typically split with players as majority authors. Then you've got [B]No Myth Setting[/B] which is a more extreme version of Low Resolution whereby most of the intuitive continuity of Setting is established during play via Situation resolution and hindcasting. There is definitely a lot of tug-of-war over Setting approach here. In the same vein we have the tug-of-war over who has the authority to establish/frame Situation, how it should be resolved (techniques and system) and when should Situation be Action versus Transition. If we have a: - High Resolution Desert - that through GM Situation establishment, it possesses no immediate, clearly delineated association to meta-goal (whatever is of consequence in the city) beyond geo-location/proximity relative to players:city; eg positioned between them, - when is it reasonable for a player to veto the GM's establishment of Situation and request desert as Action Scene be shunted to Transition Scene? And how does a Low Resolution Setting and No Myth Setting change that answer. [/QUOTE]
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