
On 4/11/06, Carl D Cravenswrote: > Hm. The negotiated story-telling takes power away from the GM and > puts it in the hands of the players. And in doing so, it takes away > the GMs ability to _surprise_ the players. I've always ben a advocate of "player empowerment" but I think you just put your finger on the point where it's too much. > There's a lack of "letting the dice stand" here... there was no chance > for things to go weird or unexpectedly that wasn't deliberately > introduced by a player. While the dice might be capable of > introducing things I find undesirable through extreme results, there's > a range of "the unexpected" somewhere between "extreme" and "average" > that I desire from them. I wonder about a game mechanic that limits the range of results that dice or GM fiat can inflict. Like a player listing the essential aspects of his character. The things that can't be permanently taken away. Or specifying how a PC is destined to die, so he can't be knocked off in a skirmish. -- Jonathan Wells wells.jonathan@gmail.com jonathanwells@ev1.net ---------------------------------------------------------------- GAMERS Home Page: http://www.phoenyx.net/gamers/