Friday, January 8, 2010

Sharing Narrative Control With Your Players

HAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHA. Hoo. Hee. Oho. Ahem.

Sit your bitch ass down and save vs. poison or die. Survive and you may claim a randomly rolled treasure. If you don't love it, go play Dogs in the Vineyard with your hippy Forge friends.


-This post brought to you by reading too many blogs at two in the morning-

4 comments:

  1. I always share narrative control with my players. They can go left or right at that T junction. They can open that door or walk past it. They can open that chest even though the thief failed his detect traps roll and they can save vs. poison when the needle stabs them in their fingers. The old school is all about narrative control - its only when you start railroading players through a plot of the Dm's devising they lose narrative control.

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  2. Thanks for the grin to start my day.

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  3. Shared Narrative Control = More Rope to Hang Themselves

    But still, kinda funny, nonetheless.

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  4. @Tom: Don't get me wrong, my players are free to do as they please. I run my game "sandbox style," so I don't really see it as having any narrative or plot.

    @TS: My players don't need any more help hanging themselves. ;)

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