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From: bruceb |
Date:
April 23rd, 2009 02:49 pm (UTC)
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Pretty much.
What I really want - need, probably - is the advice on making failure interesting and rewarding to the player. That's the practical revolution that I'm really interested in, and probably the single biggest thing that's changed about my play style this decade, putting that as an active priority everywhere I can.
For me, narrative authority is a side effect of that. I don't especially care about it, to be honest. I don't lie awake at night worrying about. I have lain awake at night worrying that bad luck with the dice left my players stranded without much fun to have, and wishing I could think of more to make the failures at their intended efforts lead to something more rewarding.
As nearly as I can tell, my players feel about the same, or at least many of them do. They like narrating. Some like it a lot. Some end up explicitly GMing scenes while I just watch sometimes. :) But narrative authority doesn't seem to be the answer to their concerns about failure, either.
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