Forum changes: Editing of posts has been turned off until further notice.
Started by Josh Roby, October 02, 2006, 02:36:42 PM
QuoteI'm saying, in order to perform her job and to do it well, the GM has to participate in the game, and when the GM participates in the game, she fundamentally affects and limits the choices available to the players. And this is a good thing. It's collaboration, interaction, playing the game. Because if the GM doesn't impact the game, if the GM doesn't impact the characters, if the GM doesn't impact the decisions that the players make, what the hell is the GM there for?
Quote from: Joshua BishopRoby on October 02, 2006, 05:42:25 PMRaven, that's where I lean. I don't see Bangs and Illusionism as apples and oranges on the same level. I see Bangs, a technique, like cogs and levers; I see Illusionism, a mode of play, like a way to operate a machine. It seems to me that Bangs can be used in Illusionist play without much fuss.
Quote from: Ron Edwards on October 03, 2006, 08:28:28 AMI need to stomp on one thing right away - Raven, it's really easy to bring in stuff about re-inventing or inventing back-story on the fly, because once you take the red pill about that, it's hard not to proffer it when the opportunity arises. But in this discussion, about Bangs and Illusionism, it's tangential ... and has enough overwhelming scare-power to readers to dissolve their attention to the topic at hand.
Quote from: Joshua BishopRoby on October 02, 2006, 02:36:42 PMWhat I am wondering at, however, if the GM needs to apply some measure of Force in order to get to the interesting bits of the bangs. Is there some 'acceptable level' of GM Force in the bang-structured game? Is bang-structure advocating short bursts of illusionism to get to the very non-predetermined decisions that the PCs make in the bangs?
Quote from: Sorcerer p77-78In order to get to the Bangs if the players are being dense, or if the GM is letting them flounder around, the GM should begin to ask leading questions or remind them of things they might check out. Every group is a little different in terms of how much prompting they need...The really fun part is the final Bang. It's especially easy if your Sorcerer game is on the violent side. Envision a climactic set piece, stealing shamelessly from any movie or comic or book you like. ...(examples, gargoyles, motorcycles, etc)... The nice thing about well-planned set pieces is that they are the only times during the run when all the characters have to be in the same place at the same time. ...PACINGBangs are well and good, but how to get to them efficiently? The GM's most crucial role during play is to dictate scene transitions: in other words, to say, "All right, everyone, you all get out of there and go home. The next morning..." The way to pace right is to know exactly what each scene is supposed to acheive. If the point is merely to get some information across, don't make the characters wait and suffer for it, and do end the scene once they've got it. If the point is to get across town, there's no need to throw in a bar fight along the way.
QuoteI can see how none of this is "Force" if Force is taking away thematically significant decisions from the other players.