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Advice for new "story now" GMs
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<blockquote data-quote="AbdulAlhazred" data-source="post: 9059131" data-attributes="member: 82106"><p>GMs describe the actual fiction and thus situation which embodies the conflict, yes. They may generally do something like decide which conflicts to bring into the spotlight at any given moment, etc. GM is not the author of the conflict overall though, in many cases. Honestly, its a mix of GM, player, and setting/genre factors that may decide that. Basically every game has its themes, some drawn from the genre, some from player interest, some from GM interest as well. There will also be common modes of expression. Super hero genre has specific ways of expressing conflict, as does post apocalypse, and various flavors of fantasy, etc. </p><p></p><p>What is common in narrativist play is player character protagonism. PCs take the role of protagonists in some sense. They make decisions which set the stakes and parameters of conflict, and actively resolve it. 'Pro' meaning 'towards', 'agon' conflict, as you know. In effect this means "where the PCs go, there is conflict" because the game is ALWAYS ABOUT THAT. This is why setting and external plots and such are not the focus of narrativist play. There may be some overriding thematic story arc built into the premise of play, but in that case it will still be secondary to the drama surrounding the PCs, either as a driver or mere backdrop.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 9059131, member: 82106"] GMs describe the actual fiction and thus situation which embodies the conflict, yes. They may generally do something like decide which conflicts to bring into the spotlight at any given moment, etc. GM is not the author of the conflict overall though, in many cases. Honestly, its a mix of GM, player, and setting/genre factors that may decide that. Basically every game has its themes, some drawn from the genre, some from player interest, some from GM interest as well. There will also be common modes of expression. Super hero genre has specific ways of expressing conflict, as does post apocalypse, and various flavors of fantasy, etc. What is common in narrativist play is player character protagonism. PCs take the role of protagonists in some sense. They make decisions which set the stakes and parameters of conflict, and actively resolve it. 'Pro' meaning 'towards', 'agon' conflict, as you know. In effect this means "where the PCs go, there is conflict" because the game is ALWAYS ABOUT THAT. This is why setting and external plots and such are not the focus of narrativist play. There may be some overriding thematic story arc built into the premise of play, but in that case it will still be secondary to the drama surrounding the PCs, either as a driver or mere backdrop. [/QUOTE]
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