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Advice for new "story now" GMs
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<blockquote data-quote="Anon Adderlan" data-source="post: 9348009" data-attributes="member: 53053"><p>By a strange artifact of providence the game I'm currently designing models this depiction almost one for one, even going so far as to call character traits 'concerns'. I find many #StoryNow games take indirect steps to achieve these results, and I'm curious as to how directly this can be achieved.</p><p></p><p></p><p>Culture of Play > Rules as Written.</p><p></p><p></p><p>Discerning between intentions and triggers is a surprising common problem in games like this.</p><p></p><p></p><p>This is often because the mechanics are specifically designed to escalate conflicts, and pressing the button too often naturally leads to the ultimate consequence. On the other hand D&D combat is nothing <em>but</em> a series of life-or-death consequences.</p><p></p><p></p><p>Sadly no amount of design can compensate for playing with a group you don't feel comfortable enough to express your limits and desires clearly and honestly too. None. Which is why 'safety tools' are at best redundant, and at worst obscure and enable existing dysfunction. So I think you're on the right track with simply speaking bluntly.</p><p></p><p></p><p>Reminds me of things like Aspect Invocations and GM Intrusions. So is this something the player <em>chooses</em> to roll, or a mandatory response to the fiction? And how is this resolved when the temptation is <em>constant</em>? Is it once per scene?</p><p></p><p></p><p>That's a <em>situation</em>, not a setting.</p><p></p><p></p><p>Interesting take worthy of further analysis. Can you explain more as to why?</p><p></p><p></p><p>How is any kind of protagonism possible if it doesn't matter what the characters do?</p><p></p><p></p><p>You're not presenting absolutes, but <em>possibilities</em>, and such 'spoilers' are no different than what you'd get from a successful Perception check.</p><p></p><p></p><p>This is why things like 'clocks' and 'fronts' exist.</p><p></p><p></p><p>Doesn't matter how well you know a system, because by the time you finish kitbashing it you'll have a completely new one only you (ostensibly) understand. And it will likely take more effort and be more complicated than just using one specifically designed for the task.</p><p></p><p></p><p>It simply means the experience at the table is a product of the systems you implement. No more, no less. And the fact you have to kitbash at all demonstrates its validity.</p><p></p><p></p><p>I feel more precise language is required here, as the GM <em>should</em> be in charge of these elements, only basing them on the characters rather than the setting.</p><p></p><p></p><p>Again, Culture of Play > Rules as Written. So this isn't surprising.</p><p></p><p></p><p>True! And it's a play culture discrepancy I constantly fight against, usually unsuccessfully.</p><p></p><p></p><p>I'm honestly surprise at the responses here as both #StoryNow and #LinesAndVeils were codified by the same person and anything but incompatible. It should be as simple as declaring the line is drawn at family death and off limits during play. But again, this only works if players are willing and able to clearly and honestly convey their boundaries and desires.</p></blockquote><p></p>
[QUOTE="Anon Adderlan, post: 9348009, member: 53053"] By a strange artifact of providence the game I'm currently designing models this depiction almost one for one, even going so far as to call character traits 'concerns'. I find many #StoryNow games take indirect steps to achieve these results, and I'm curious as to how directly this can be achieved. Culture of Play > Rules as Written. Discerning between intentions and triggers is a surprising common problem in games like this. This is often because the mechanics are specifically designed to escalate conflicts, and pressing the button too often naturally leads to the ultimate consequence. On the other hand D&D combat is nothing [I]but[/I] a series of life-or-death consequences. Sadly no amount of design can compensate for playing with a group you don't feel comfortable enough to express your limits and desires clearly and honestly too. None. Which is why 'safety tools' are at best redundant, and at worst obscure and enable existing dysfunction. So I think you're on the right track with simply speaking bluntly. Reminds me of things like Aspect Invocations and GM Intrusions. So is this something the player [I]chooses[/I] to roll, or a mandatory response to the fiction? And how is this resolved when the temptation is [I]constant[/I]? Is it once per scene? That's a [I]situation[/I], not a setting. Interesting take worthy of further analysis. Can you explain more as to why? How is any kind of protagonism possible if it doesn't matter what the characters do? You're not presenting absolutes, but [I]possibilities[/I], and such 'spoilers' are no different than what you'd get from a successful Perception check. This is why things like 'clocks' and 'fronts' exist. Doesn't matter how well you know a system, because by the time you finish kitbashing it you'll have a completely new one only you (ostensibly) understand. And it will likely take more effort and be more complicated than just using one specifically designed for the task. It simply means the experience at the table is a product of the systems you implement. No more, no less. And the fact you have to kitbash at all demonstrates its validity. I feel more precise language is required here, as the GM [I]should[/I] be in charge of these elements, only basing them on the characters rather than the setting. Again, Culture of Play > Rules as Written. So this isn't surprising. True! And it's a play culture discrepancy I constantly fight against, usually unsuccessfully. I'm honestly surprise at the responses here as both #StoryNow and #LinesAndVeils were codified by the same person and anything but incompatible. It should be as simple as declaring the line is drawn at family death and off limits during play. But again, this only works if players are willing and able to clearly and honestly convey their boundaries and desires. [/QUOTE]
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