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10 months ago ::
Aug 08, 2012 - 2:58PM
#21
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Date Joined:
Nov 30, 2005
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What is the purpose of the DM at that point? I'm not being sacrastic; I'm curious what the separation between a DM and another player becomes in a completely collaborative story telling context you describe.
The point of the DM at this point is to say be the final arbiter. You ask how dense the forest is, and the fighter says that you can't see 20 ft in front of you, but the wizard says you can see the sun breaking through the trees with ease. The DM steps in and takes the suggestion that works the best.
5e comments and thoughts all in one place. Check it out to provide feedback, mock, or steal ideas. http://community.wizards.com/go/thread/view/75882/28835423/Krusks_5e_Design_Goals?sdb=1
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10 months ago ::
Aug 08, 2012 - 3:03PM
#22
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Date Joined:
Jul 21, 2004
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What is the purpose of the DM at that point? I'm not being sacrastic; I'm curious what the separation between a DM and another player becomes in a completely collaborative story telling context you describe. The point of the DM at this point is to say be the final arbiter. You ask how dense the forest is, and the fighter says that you can't see 20 ft in front of you, but the wizard says you can see the sun breaking through the trees with ease. The DM steps in and takes the suggestion that works the best.
True, though the ideal here, as in an improv group, would be that everyone is listening to everyone else and no one presents contradictory descriptions or actions.
[N]o difference is less easily overcome than the difference of opinion about semi-abstract questions. - L. Tolstoy
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10 months ago ::
Aug 08, 2012 - 3:24PM
#23
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True, though the ideal here, as in an improv group, would be that everyone is listening to everyone else and no one presents contradictory descriptions or actions.
Exactly... because if you think about it, if you're breaking down that barrier between DM and player, effectively everyone has a "Yes, and" and "Yes, but" responsibility. And when everyone does that, the game really goes into very interesting, often surprising directions. You see some very impressive character development really quickly and strong bonds between the PCs. Stuff that one person telling a story just wouldn't be able to do without a lot of (perhaps ultimately fruitless) effort. Everyone totally engaged makes for a better game, but I guess that goes without saying. I guess it's engagement at what level that makes the difference with this method.
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10 months ago ::
Aug 08, 2012 - 4:37PM
#24
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Date Joined:
Feb 16, 2011
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Once in a while its good to add a little detail in describing a town, if the group will be there regularly, but too much detail bogs things down. PC's who work out of a particular town?You might try adding a little bit here and there, like 'the guard on duty is the same one you've seen several times at this gate.' Or 'you notice the sign at one of the buildings has been repainted.' Simple things that don't take away from what the PC's are really doing.
Travel outdoors is kinda the same thing. A little detail adds to the story, but too much makes people chase red herrings that weren't intended. Decide briefly what kind of forest each of your major forests in the campaign are (hardwood, evergreen, pine, mixed, etc.) so you can keep them consistent, especially when someone says they want to gather nuts or something. Otherwise it isn't really necessary to get too worked up about the descriptions.
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10 months ago ::
Aug 09, 2012 - 10:33AM
#25
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Date Joined:
May 25, 2012
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Once in a while its good to add a little detail in describing a town, if the group will be there regularly, but too much detail bogs things down. PC's who work out of a particular town?You might try adding a little bit here and there, like 'the guard on duty is the same one you've seen several times at this gate.' Or 'you notice the sign at one of the buildings has been repainted.' Simple things that don't take away from what the PC's are really doing.
Travel outdoors is kinda the same thing. A little detail adds to the story, but too much makes people chase red herrings that weren't intended. Decide briefly what kind of forest each of your major forests in the campaign are (hardwood, evergreen, pine, mixed, etc.) so you can keep them consistent, especially when someone says they want to gather nuts or something. Otherwise it isn't really necessary to get too worked up about the descriptions.
Oh my yes. And every DM has made this mistake .
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10 months ago ::
Aug 09, 2012 - 12:18PM
#26
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Once in a while its good to add a little detail in describing a town, if the group will be there regularly, but too much detail bogs things down. PC's who work out of a particular town?You might try adding a little bit here and there, like 'the guard on duty is the same one you've seen several times at this gate.' Or 'you notice the sign at one of the buildings has been repainted.' Simple things that don't take away from what the PC's are really doing.
Travel outdoors is kinda the same thing. A little detail adds to the story, but too much makes people chase red herrings that weren't intended. Decide briefly what kind of forest each of your major forests in the campaign are (hardwood, evergreen, pine, mixed, etc.) so you can keep them consistent, especially when someone says they want to gather nuts or something. Otherwise it isn't really necessary to get too worked up about the descriptions.
Oh my yes. And every DM has made this mistake .
Oh course, but then you simply tie that red herring back to the story thread
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10 months ago ::
Aug 09, 2012 - 12:31PM
#27
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A little detail adds to the story, but too much makes people chase red herrings that weren't intended.
I view that as a potential opportunity to play to find out what happens.
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10 months ago ::
Aug 10, 2012 - 5:09AM
#28
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Date Joined:
Feb 20, 2011
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A little detail adds to the story, but too much makes people chase red herrings that weren't intended.
I view that as a potential opportunity to play to find out what happens.
I would add that red herrings are only red herrings when the DM is more invested the the story HE has to tell than the story the PLAYERS have to tell.
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10 months ago ::
Aug 10, 2012 - 10:06AM
#29
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Date Joined:
May 25, 2012
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A little detail adds to the story, but too much makes people chase red herrings that weren't intended.
I view that as a potential opportunity to play to find out what happens.
I would add that red herrings are only red herrings when the DM is more invested the the story HE has to tell than the story the PLAYERS have to tell.
good point
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8 months ago ::
Oct 21, 2012 - 9:21PM
#30
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Date Joined:
Jul 26, 2012
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A player may ask:
- how dense is the forest; how tightly packed are the trees? - is there a defined path in the forest? - what types of trees, shrubs, and plants are there? - what's the canopy (branches blocking out the light) like? - are there any sounds around us? - do we see any animals: in person or signs of?
Try this the other way around... with the DM asking the questions and the players answering them.
You might be pleasantly surprised by what they say. When you are, use it!
This reminds me of what I tell players if they ask me if their character can do something.
Example: Ryan, playing a rogue asks me, "Can I swim?" I just repeat the question back at him, "Can you?"
Most players answer their own questions.
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