*
*
Home
Help
Login
Register
Welcome, Guest. Please login or register.
May 23, 2022, 08:45:05 AM

Login with username, password and session length
Forum changes: Editing of posts has been turned off until further notice.
Search:     Advanced search
275647 Posts in 27717 Topics by 4285 Members Latest Member: - Jason DAngelo Most online today: 71 - most online ever: 565 (October 17, 2020, 02:08:06 PM)
Pages: [1]
Print
Author Topic: [DitV] Dog's Authority  (Read 3323 times)
Rustin
Member

Posts: 91


« on: September 22, 2007, 12:43:45 PM »

u]Content Authority[/u]
What: Town Creation
Who: GM
How: GM imagines it.

What: Relationships
Who: Player (maybe GM)
How: Player assigns relationship dice to any suitable PC or NPC.

Plot AuthoritySituation Authority
What: Frame a Scene
Who: GM and Players
How: Call for scene, introduce characters and environment.

Narrational Authority
What: Town Creation
Who: GM
How: GM imagines it.

What: Relationships
Who: Player (maybe GM)
How: Player assigns relationship dice to any suitable PC or NPC.

Plot AuthoritySituation Authority
What: Frame a Scene
Who: GM and Players
How: Call for scene, introduce characters and environment.

Narrational Authority
Logged
Noclue
Member

Posts: 304


« Reply #1 on: September 22, 2007, 03:15:27 PM »

Well, just one little tweak. "Say yes, or roll dice" is advice for the GM. In revealing your information, if its not conflicty, don't make them roll dice. Just give it to them. Give them everything until you run into something you dont want to give them.

For example:

Dog "Can I pick the lock of this door."
GM "Yes, its picked. What's next?"
Logged

James R.
Web_Weaver
Member

Posts: 215


WWW
« Reply #2 on: September 24, 2007, 10:07:22 AM »


Seems to me that the characters are missing from your scheme, as the Character Creation process, and character development through the Fallout process, are a means through which the players impact this game.

Judgement is related to this, as Characters are the vehicle through which players use judgement, and judgement is best handled within conflicts, in order to drive the feedback loop via fallout into character change (making judgement meaningful at the mechanical level).

These concepts would most often fall into Narrational Authority, but also Character Creation and assigning Fallout could have an impact on Content Authority. And, if the players are using Fallout to forge an ongoing story arc for their character, thereby informing future conflicts or towns then this could be seen as a bid to impact Plot Authority.
Logged

Christoph Boeckle
Member

Posts: 455

Geneva, Switzerland


WWW
« Reply #3 on: September 24, 2007, 03:20:27 PM »

Hi Rustin,

Neat exercise!

Let me ramble about something, I think your thread helped me straighten out a few things, rather theoretical. Beware reader, what I'm about to write could be a lot of "smashing in of open doors" to you, as we say in French.

I agree that Situational Authority is totally up for grabs by all the players (including GM) by Ron's definition. If I'm not mistaken, there is no such thing as scene-framing in the text of DitV (not by a long shot anything like what we'd get in My Life with Master).
Vincent alludes that the group should share the task however they see fit. See for example how he explains conflict, "we establish what's at stake, set the stage and figure out who's there" (not an exact quote). Clinton said something similar about The Shadow of Yesterday a while ago, and the way he does it is very similar to how I've played Dogs.
This seems quite neat to me. Of course, Town and Character creation are strictly assigned: the former to the GM, the latter to the players (I think Vincent specifically addresses the reader when writing about those points, instead of saying we).
Funny thing: when characters go to town we get Situation as defined in the Provisional Glossary. Of course, older scenes play their role in the newer ones as well (they have an impact on characters via fallout for example, and they directly affect our understanding of what's been going on). Vincent lays a solid foundation and then loosens up. I reckon that giving this slack is vital to glue the parts together and form enjoyable shared play.

This brings me, along with the other elements that have been discussed in this thread by all, to a blog-entry Vincent wrote some time ago, about what people around here have been calling the Fruitful Void.
All the stuff that has been talked about in this thread can more or less directly be attached to one of those arrows on the diagram, right? (This is actually a real question, I invite everybody to double check me on this one).

This leads me to one of your questions:
Quote
Logged

Regards,
Christoph
lumpley
Administrator
Member
*
Posts: 3453


WWW
« Reply #4 on: September 25, 2007, 04:30:13 AM »

Christoph, thank you. That's a nice post.

-Vincent
Logged
Rustin
Member

Posts: 91


« Reply #5 on: September 25, 2007, 11:32:14 AM »

Christoph,

The last thing I expected was such a brilliant, "perfect for me," reply.
I never understood "fruitful void." 
Moreover, I didn't grasp that my anxiety about running Dogs and getting the authorities right, actually stemmed from not understanding "fruitful void." Its like you crawled into my brain and found a puzzle piece of understanding missing and went, "Ah, I know what would fit right here."

Your post has given me a level of confidence to run this game that I didn't know I could have or that I even knew was possible. 

Thank You
Logged
Christoph Boeckle
Member

Posts: 455

Geneva, Switzerland


WWW
« Reply #6 on: September 27, 2007, 03:22:54 AM »

Thanks guys, your replies made me happy that I could help and that I understood.
Logged

Regards,
Christoph
Pages: [1]
Print
Jump to:  

Powered by MySQL Powered by PHP Powered by SMF 1.1.11 | SMF © 2006-2009, Simple Machines LLC
Oxygen design by Bloc
Valid XHTML 1.0! Valid CSS!