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Post by Stu Venable on Sept 15, 2014 21:41:13 GMT -8
Thought of either another use for MoTs (or a replacement to the narrative control use):
In addition to (or perhaps instead of) the player contributing to the narrative, what if the player spends the MoT, and the GM must modify the narrative to give the PC some sort of advantage or (in a grittier game) an "out" from the situation?
I'm thinking this might assuage player unwillingness to contribute to the narrative or break immersion.
It would put the onus on the GM to come up with it, but would also get rid of problems with players adding narrative that's inconsistent with setting or tone.
A thought.
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Post by Houndin on Sept 16, 2014 5:40:05 GMT -8
If at all, I'd suggest putting that in as an optional rule in a sidebar. It sounds too much like a 'get out of jail free' card from monopoly. And the GM already has enough on his/her plate.
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D.T. Pints
Instigator
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Currently Playing: D&D 5e, Pathfinder, DUNGEONWORLD, Star Wars Edge of the Empire
Currently Running: DUNGEONWORLD, PATHFINDER
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Post by D.T. Pints on Sept 16, 2014 6:33:50 GMT -8
The MoTs are just weird enough (I haven't played another game, other than GM-less ones where players can grab narrative control) that it just is a different gaming environment. We play predominately with games where players sit back and get to interact with the GMs STORY. They affect it, but only through the actions of their characters. I really think that by allowing players those brief moments to create details in game that help their characters, something much more engaging and collaborative can happen. Perhaps I will just have the PCs provide details for certain aspects of the game that are more story neutral next session and let them feel more invested and ready to shift the story dramatically with a MoT. In this ever increasing sea of RPGs having a game with a very creative mechanic helps it stand apart (so that when D&D 6.0 comes out they can steal it).
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Post by Stu Venable on Sept 16, 2014 7:13:55 GMT -8
Yeah, I sidebar might be the way to go.
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d47
Journeyman Douchebag
RPG of Choice: Metagaming Melee
Posts: 194
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Post by d47 on Oct 6, 2014 18:17:42 GMT -8
I like that option. It would not have to be a "win" button, but could be helpful with players who are reluctant to take control. In an about-to-die situation, it could give the GM the latitude to twist the plot without ending the story. (Of course, the GM could always do this anyway. "So after defeating you in battle, the cultists revived you and now have you tied up next to a bloody altar.")
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