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Started by Christoffer Lernö, November 22, 2002, 01:11:05 AM
Quote from: Originally, RonThe GM provides a number of encounters and interactions to the players early in a session or series of sessions, without pre-determining their importance. He then uses the players' interests and responses during play to decide which NPCs and situations are going to be the basis for the actual conflicts and concerns. It requires a GM who is willing to use the players' interests as the first priority of design.
Quote from: In the GNS essay, RonThe GM uses the players’ interests and actions during initial play to construct the crises and actual content of later play.
Quote from: In the GNS essay, Ron alsoLinear AdventuresIn which the GM has provided a series of prepared, in-order encounters.[/list:u]Linear, Branched AdventuresIn which the GM has done the same as above but provides for the players proceeding in more than one direction or sequence.[/list:u]Roads to RomeIn which the GM has prepared a climactic scene and maneuvers or otherwise determines that character activity leads to this scene. (In practice, “winging it” usually becomes this method.)[/list:u]Bang-DrivenIn which the GM has prepared a series of instigating events but has not anticipated a specific outcome or confrontation. (This is precisely the opposite of Roads to Rome.)[/list:u]Relationship MapIn which the GM has prepared a complex back-story whose members, when encountered by the characters, respond according to the characters’ actions, but no sequence or outcomes of these encounters have been pre-determined.[/list:u]