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Gundisalv, Son of Paio's avatar

This is such a fantastic idea for narrative-driven games: "The GM is empowered to use an equal and opposite reaction to everything the players suggest, not to stymie them, but to ensure there will always be interesting challenges".

It is a simple but powerful framework to provide what I call Distributed Narrative Control. Great article, Monte!

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Tom Drazenovic's avatar

The brain surgery example got me thinking of Joey Tribbiani in Friends and his doctor character :D.

Game Masters have to make the right questions and learn to integrate player narrative to make this work for the audience.

We agree with this approach, and it is very much in line with our style of play. It does have a strong focus on "story" motivated type of players, doesn't it? It may lower the sense of "accomplishment" or the sense of justice of game "mechanics" for many?

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Angus McNicholl's avatar

The heist planning is a great idea. BUT, how interesting is it on the second, third etc game session. I mean a lot of the fun in a heist movie comes from the 'player' on 'player' interaction. I guess there would be greater longevity in the concept if applied to something like 'Mission: Impossible'.

I'm just curious about the long term play options?

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Monte Cook's avatar

If what I presented was the sum total of the game, I think you'd be right. Nifty, but not enough to sustain a game. But there's actually a lot more to it than that that I haven't yet shared. Thanks for reading!

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Angus McNicholl's avatar

Yeah sorry I jumped ahead there. Of course there is more to the game than just the planning phase. I'll be honest, I'm not really much for 'modern day' games, but this sounds really interesting. Be sure that I'll pick up a copy just to read if nothing else.

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