Consider this an extension of the Spicy Dice Roll
thread. What I'm trying to do here is lay out how to run a game with a strong GM where immersion, myth, and player performance are all extremely important. My main inspiration comes from a series of posts by Silmenume on the Forge about a game set in Middle Earth; they're all linked from the original thread.
I'm still pondering moves. It's inchoate. I feel like there's no equivalent of *World player moves in this paradigm; rather, something more like GM moves exist on both sides of the table.
And, while I'm kinda adopting *World nomenclature here, it's just for ease of discussion. I'm not trying to shoehorn this into the *World methodology, but I think agenda, principles, and moves are excellent ways of talking about what goes on at the table, at the levels of social contract, technique, and the interplay between the fictional space and game mechanics.GM Agenda
These are the things you aim to do at all times.
- Immerse your players in their characters and your world.
- Weave a rich and textured Myth.
- Test the characters' wisdom, mettle, and leadership.
- Play for their choices and reactions.GM Principles
When you have a decision at hand, look to your principles to guide you.
- Be consistent.
- Stay within the bounds of your authority.
- Hold yourself accountable: even when the players will never know.
- Pursue desired outcomes.
- Abandon your plans when you must.
- Reward player performance.
- Nurture player relationships with your world.
- Set the atmosphere and tone.
- Build with whatever's at hand.
- Present the world through their eyes.
- Do the obvious.
- Improvise on cue.
- Begin and end with the fiction.
- Give them the benefit of the doubt.I have much more written on all these, but it's an enormous wall of text. Find it here if you like.