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	<title>Comments on: Player Narrative</title>
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		<title>By: Silly DM, minor quests are for players : Critical Hits</title>
		<link>http://www.gnomestew.com/gming-advice/player-narrative/comment-page-1#comment-8689</link>
		<dc:creator>Silly DM, minor quests are for players : Critical Hits</dc:creator>
		<pubDate>Sun, 24 Jan 2010 22:41:30 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=1815#comment-8689</guid>
		<description>[...] a year ago, I read a post about sharing narrative control with players over on Gnome Stew that just blew my mind. After my initial reaction of &#8220;Are you kidding me? The DM is the [...]&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;8689&#039;,&#039;Silly DM, minor quests are for players : Critical Hits&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>[...] a year ago, I read a post about sharing narrative control with players over on Gnome Stew that just blew my mind. After my initial reaction of &#8220;Are you kidding me? The DM is the [...]
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		<title>By: Eric Wilde</title>
		<link>http://www.gnomestew.com/gming-advice/player-narrative/comment-page-1#comment-8477</link>
		<dc:creator>Eric Wilde</dc:creator>
		<pubDate>Fri, 08 Jan 2010 21:51:41 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=1815#comment-8477</guid>
		<description>The reroll token idea is awesome!  Thanks for the tip.  Will definitely use it.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;8477&#039;,&#039;Eric Wilde&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>The reroll token idea is awesome!  Thanks for the tip.  Will definitely use it.
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		<title>By: &#187; Silly DM, minor quests are for players</title>
		<link>http://www.gnomestew.com/gming-advice/player-narrative/comment-page-1#comment-6917</link>
		<dc:creator>&#187; Silly DM, minor quests are for players</dc:creator>
		<pubDate>Wed, 05 Aug 2009 04:02:03 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=1815#comment-6917</guid>
		<description>[...] a year ago, I read a post about sharing narrative control with players over on Gnome Stew that just blew my mind. After my initial reaction of &#8220;Are you kidding me? The DM is the [...]&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;6917&#039;,&#039;&raquo; Silly DM, minor quests are for players&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>[...] a year ago, I read a post about sharing narrative control with players over on Gnome Stew that just blew my mind. After my initial reaction of &#8220;Are you kidding me? The DM is the [...]
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		<title>By: Friday Link Adventure - Nov 28 &#171; Jonathan Drain&#8217;s D20 Source: Dungeons &#38; Dragons Blog</title>
		<link>http://www.gnomestew.com/gming-advice/player-narrative/comment-page-1#comment-3159</link>
		<dc:creator>Friday Link Adventure - Nov 28 &#171; Jonathan Drain&#8217;s D20 Source: Dungeons &#38; Dragons Blog</dc:creator>
		<pubDate>Fri, 28 Nov 2008 22:13:55 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=1815#comment-3159</guid>
		<description>[...] Gnome Stew on: Player Narrative [...]&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;3159&#039;,&#039;Friday Link Adventure - Nov 28 &laquo; Jonathan Drain&#8217;s D20 Source: Dungeons &amp; Dragons Blog&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>[...] Gnome Stew on: Player Narrative [...]
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		<title>By: deadlytoque</title>
		<link>http://www.gnomestew.com/gming-advice/player-narrative/comment-page-1#comment-3143</link>
		<dc:creator>deadlytoque</dc:creator>
		<pubDate>Wed, 26 Nov 2008 17:18:05 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=1815#comment-3143</guid>
		<description>@ John Arcadian:

How we avoid spotlight hogging is that you can only have a max of 3 reward tokens awarded per game. So if a player is hamming it up for rewards, then they get a treat the first three times, and then they tend to step back. Over a few game sessions, everyone is chiming in semi-frequently, and you can tighten up the conditions on which you&#039;ll reward.

At the end of three game sessions with this in place, we had it so that everyone was getting an average of one token per session.

Oh, and to make sure people didn&#039;t worry about spending the tokens: they &quot;expire&quot; at the end of the session.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;3143&#039;,&#039;deadlytoque&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>@ John Arcadian:</p>
<p>How we avoid spotlight hogging is that you can only have a max of 3 reward tokens awarded per game. So if a player is hamming it up for rewards, then they get a treat the first three times, and then they tend to step back. Over a few game sessions, everyone is chiming in semi-frequently, and you can tighten up the conditions on which you&#8217;ll reward.</p>
<p>At the end of three game sessions with this in place, we had it so that everyone was getting an average of one token per session.</p>
<p>Oh, and to make sure people didn&#8217;t worry about spending the tokens: they &#8220;expire&#8221; at the end of the session.
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		<title>By: Tommi</title>
		<link>http://www.gnomestew.com/gming-advice/player-narrative/comment-page-1#comment-3141</link>
		<dc:creator>Tommi</dc:creator>
		<pubDate>Wed, 26 Nov 2008 14:39:07 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=1815#comment-3141</guid>
		<description>&lt;a href=&#039;#comment-3118&#039; rel=&quot;nofollow&quot;&gt;Ethalias;&lt;/a&gt;

The best way to introduce narrative control to a new group is to just do it. The entire concept is only difficult for experienced players not used to having it. New players don&#039;t have such limiting preconceptions about what roleplaying really is.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;3141&#039;,&#039;Tommi&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p><a href='#comment-3118' rel="nofollow">Ethalias;</a></p>
<p>The best way to introduce narrative control to a new group is to just do it. The entire concept is only difficult for experienced players not used to having it. New players don&#8217;t have such limiting preconceptions about what roleplaying really is.
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		<title>By: penguin133</title>
		<link>http://www.gnomestew.com/gming-advice/player-narrative/comment-page-1#comment-3139</link>
		<dc:creator>penguin133</dc:creator>
		<pubDate>Wed, 26 Nov 2008 13:34:29 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=1815#comment-3139</guid>
		<description>Personally I LOVE player narrative, it is the greatest way of encouraging entusiasm I have ever known. I used to have one player who was the resident Comedian, he would not only describe but almost act out his actions, with appropriate funny walks, gestures and expressions, used to have me and the other players in tucks! Conversely I have mentioned the PBM players I had recently, one of whose idea of a &quot;move&quot; was to describe a speech by one NPC calling another &quot;Queer&quot;, without touching his own character or even referring to him, let alone using the first person. The other wouldn&#039;t have anything to do with description or narrative, that was MY job, he used &quot;Bash it!&quot; to describe combat moves and &quot;Check out the....&quot; for anything else, for instant deniability if the chest was trapped, etc. Challenged, he answered, &quot;Oh, I can&#039;t do it like THAT!&quot;, as though affronted that I was asking so much of him. &quot;I can&#039;t take it THAT seriously, after all it is a mere childish pursuit!&quot;
Which was where I lost my rag! I have now, fortunately, found a cou;ple of decent players, our second meeting is tonight!
Ian
PS,@ Fang Langford, are you the same guy who used to write those excellent articles for White Dwarf, pre-GW??&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;3139&#039;,&#039;penguin133&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>Personally I LOVE player narrative, it is the greatest way of encouraging entusiasm I have ever known. I used to have one player who was the resident Comedian, he would not only describe but almost act out his actions, with appropriate funny walks, gestures and expressions, used to have me and the other players in tucks! Conversely I have mentioned the PBM players I had recently, one of whose idea of a &#8220;move&#8221; was to describe a speech by one NPC calling another &#8220;Queer&#8221;, without touching his own character or even referring to him, let alone using the first person. The other wouldn&#8217;t have anything to do with description or narrative, that was MY job, he used &#8220;Bash it!&#8221; to describe combat moves and &#8220;Check out the&#8230;.&#8221; for anything else, for instant deniability if the chest was trapped, etc. Challenged, he answered, &#8220;Oh, I can&#8217;t do it like THAT!&#8221;, as though affronted that I was asking so much of him. &#8220;I can&#8217;t take it THAT seriously, after all it is a mere childish pursuit!&#8221;<br />
Which was where I lost my rag! I have now, fortunately, found a cou;ple of decent players, our second meeting is tonight!<br />
Ian<br />
PS,@ Fang Langford, are you the same guy who used to write those excellent articles for White Dwarf, pre-GW??
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		<title>By: Bookkeeper</title>
		<link>http://www.gnomestew.com/gming-advice/player-narrative/comment-page-1#comment-3134</link>
		<dc:creator>Bookkeeper</dc:creator>
		<pubDate>Wed, 26 Nov 2008 02:30:53 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=1815#comment-3134</guid>
		<description>Both 7th Sea and Scion have mechanics that encourage player description of actions and interacting with the scene as laid out by the GM.  In such games, I tend to create a &quot;chain of events&quot; - that is, what would happen if the PCs did nothing.  Then, as the PCs interact with the environment, I adapt, adjusting NPC reactions and encouraging enemy parties to mess with each other.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;3134&#039;,&#039;Bookkeeper&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>Both 7th Sea and Scion have mechanics that encourage player description of actions and interacting with the scene as laid out by the GM.  In such games, I tend to create a &#8220;chain of events&#8221; &#8211; that is, what would happen if the PCs did nothing.  Then, as the PCs interact with the environment, I adapt, adjusting NPC reactions and encouraging enemy parties to mess with each other.
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		<title>By: &#187; Bedtime Campaign: Nico and the Sword of Dreams, Part 1</title>
		<link>http://www.gnomestew.com/gming-advice/player-narrative/comment-page-1#comment-3131</link>
		<dc:creator>&#187; Bedtime Campaign: Nico and the Sword of Dreams, Part 1</dc:creator>
		<pubDate>Tue, 25 Nov 2008 20:41:32 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=1815#comment-3131</guid>
		<description>[...] write these lines, I realize that in my 25 years of gaming, all my great games were the ones where I shared narrative control with the players.  I want to reconnect with that and make this like a second nature to [...]&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;3131&#039;,&#039;&raquo; Bedtime Campaign: Nico and the Sword of Dreams, Part 1&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>[...] write these lines, I realize that in my 25 years of gaming, all my great games were the ones where I shared narrative control with the players.  I want to reconnect with that and make this like a second nature to [...]
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		<title>By: Scott Martin</title>
		<link>http://www.gnomestew.com/gming-advice/player-narrative/comment-page-1#comment-3130</link>
		<dc:creator>Scott Martin</dc:creator>
		<pubDate>Tue, 25 Nov 2008 19:15:40 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=1815#comment-3130</guid>
		<description>I tend to follow the lead of the specific system, though I do bend toward handing over more player control, as long as it serves the overall game. Your warning about the downsides of player controlled narrative are good-- some players are interested in staying focussed inside their character&#039;s head.

A good system that gently introduces player control is Spirit of the Century. By spending a fate point, you can introduce elements or coincidences to a scene. (Adventure has a similar technique, Dramatic Editing.) In both places players are encouraged to contribute to the narrative, but the scope is agreed to in advance and the cost of a player point helps clearly bound when it&#039;s being used.

If your group gets more into player empowerment, systems like Primetime Adventures draw them in more consistently-- even to the level of almost co-GMs. Figure out what level of contribution you want from the players and there&#039;s probably a perfect system out there for you.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;3130&#039;,&#039;Scott Martin&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>I tend to follow the lead of the specific system, though I do bend toward handing over more player control, as long as it serves the overall game. Your warning about the downsides of player controlled narrative are good&#8211; some players are interested in staying focussed inside their character&#8217;s head.</p>
<p>A good system that gently introduces player control is Spirit of the Century. By spending a fate point, you can introduce elements or coincidences to a scene. (Adventure has a similar technique, Dramatic Editing.) In both places players are encouraged to contribute to the narrative, but the scope is agreed to in advance and the cost of a player point helps clearly bound when it&#8217;s being used.</p>
<p>If your group gets more into player empowerment, systems like Primetime Adventures draw them in more consistently&#8211; even to the level of almost co-GMs. Figure out what level of contribution you want from the players and there&#8217;s probably a perfect system out there for you.
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		<title>By: John Arcadian</title>
		<link>http://www.gnomestew.com/gming-advice/player-narrative/comment-page-1#comment-3128</link>
		<dc:creator>John Arcadian</dc:creator>
		<pubDate>Tue, 25 Nov 2008 18:46:00 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=1815#comment-3128</guid>
		<description>@ Swordgleam: That is an awesome way to do it! Wushu sounds awesome, kind of like Feng Shui. I may have to check that one out. The brief research I just did makes it sound perfect for pulp style games.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;3128&#039;,&#039;John Arcadian&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>@ Swordgleam: That is an awesome way to do it! Wushu sounds awesome, kind of like Feng Shui. I may have to check that one out. The brief research I just did makes it sound perfect for pulp style games.
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		<title>By: John Arcadian</title>
		<link>http://www.gnomestew.com/gming-advice/player-narrative/comment-page-1#comment-3127</link>
		<dc:creator>John Arcadian</dc:creator>
		<pubDate>Tue, 25 Nov 2008 18:23:52 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=1815#comment-3127</guid>
		<description>@ Fang: You&#039;re right that player narrative isn&#039;t the sort of thing to inject into a carefully crafted story that is more about following the tracks. It is  highly scalable though. As a GM, you can give the players control over combats with their own narrative, or give them a much wider aperture and let them take over whole elements of plots.  Guidelines for the level of control are what needs to be established. 

@ Deadlytoque: The rewards for player narrative are an awesome idea.  I&#039;ve shied away from doing it in my games when I had a player who definitely took advantage of the system. He would pull anything out of his ass and try to narrate it with gusto, to the point of spotlight stealing. Rewards are a good tool for most situations though. 

@ Shaun: Thanks.  I&#039;ve noticed that too. The players become the focus and tend to weave the story themselves after getting just a taste of it. I usually start my games off with a beginning set piece and a BBEG motivation, then inject the players into the situation. Once they get into it and start finding their own ways about the sandbox the storyline kind of resolves itself. 

@ Kameron: That is an incredible benefit of Player narrative in combat.  Trying to describe the same sword thacking in different ways gets tiresome.   I&#039;m going to write a future article on a thing that is closely related to Player Narrative: Cinematics.  The idea behind it being that once the players are describing things let them take full control and describe whatever they want. You roll, deal your damage, but the player can describe it in any way they want, they just can&#039;t change the outcome of the roll. They still deal X # of damage, or they can&#039;t knock the enemy out or kill him, but they can hit him first, block a punch, kick him and push him back. So long as that is all in the Cinematic realm, it happens because the player described it. 

Disclaimer: I should put in a disclaimer that Player Narrative and Cinematics (as well as Thematics and Unlimited Character Creation) are 2 of the 4 pillars of a roleplaying game that I&#039;m the head of the design team for.  I hope to write more on Cinematics and Thematics as concepts in themselves, and a bit of the writing is actually a reworking of what is in the book.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;3127&#039;,&#039;John Arcadian&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>@ Fang: You&#8217;re right that player narrative isn&#8217;t the sort of thing to inject into a carefully crafted story that is more about following the tracks. It is  highly scalable though. As a GM, you can give the players control over combats with their own narrative, or give them a much wider aperture and let them take over whole elements of plots.  Guidelines for the level of control are what needs to be established. </p>
<p>@ Deadlytoque: The rewards for player narrative are an awesome idea.  I&#8217;ve shied away from doing it in my games when I had a player who definitely took advantage of the system. He would pull anything out of his ass and try to narrate it with gusto, to the point of spotlight stealing. Rewards are a good tool for most situations though. </p>
<p>@ Shaun: Thanks.  I&#8217;ve noticed that too. The players become the focus and tend to weave the story themselves after getting just a taste of it. I usually start my games off with a beginning set piece and a BBEG motivation, then inject the players into the situation. Once they get into it and start finding their own ways about the sandbox the storyline kind of resolves itself. </p>
<p>@ Kameron: That is an incredible benefit of Player narrative in combat.  Trying to describe the same sword thacking in different ways gets tiresome.   I&#8217;m going to write a future article on a thing that is closely related to Player Narrative: Cinematics.  The idea behind it being that once the players are describing things let them take full control and describe whatever they want. You roll, deal your damage, but the player can describe it in any way they want, they just can&#8217;t change the outcome of the roll. They still deal X # of damage, or they can&#8217;t knock the enemy out or kill him, but they can hit him first, block a punch, kick him and push him back. So long as that is all in the Cinematic realm, it happens because the player described it. </p>
<p>Disclaimer: I should put in a disclaimer that Player Narrative and Cinematics (as well as Thematics and Unlimited Character Creation) are 2 of the 4 pillars of a roleplaying game that I&#8217;m the head of the design team for.  I hope to write more on Cinematics and Thematics as concepts in themselves, and a bit of the writing is actually a reworking of what is in the book.
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		<title>By: Swordgleam</title>
		<link>http://www.gnomestew.com/gming-advice/player-narrative/comment-page-1#comment-3126</link>
		<dc:creator>Swordgleam</dc:creator>
		<pubDate>Tue, 25 Nov 2008 18:09:36 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=1815#comment-3126</guid>
		<description>My new try with player narrative is to let them tell me what happens when one of their enemies critically fumbles. I narrate the players&#039; fumbles, so it&#039;s only fair; besides, I&#039;m biased, so it&#039;s hard for me to come up with good fumbles for the monsters.

If you want a lot of player narrative, Wushu is great. It&#039;s all about player narrative - how you describe your actions is the mechanic that determines how many dice you get to roll.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;3126&#039;,&#039;Swordgleam&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>My new try with player narrative is to let them tell me what happens when one of their enemies critically fumbles. I narrate the players&#8217; fumbles, so it&#8217;s only fair; besides, I&#8217;m biased, so it&#8217;s hard for me to come up with good fumbles for the monsters.</p>
<p>If you want a lot of player narrative, Wushu is great. It&#8217;s all about player narrative &#8211; how you describe your actions is the mechanic that determines how many dice you get to roll.
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		<title>By: Kameron</title>
		<link>http://www.gnomestew.com/gming-advice/player-narrative/comment-page-1#comment-3124</link>
		<dc:creator>Kameron</dc:creator>
		<pubDate>Tue, 25 Nov 2008 17:41:03 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=1815#comment-3124</guid>
		<description>I&#039;ve player narrative primarily in combat, as it saves me from having to continually come up with round after round of descriptions.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;3124&#039;,&#039;Kameron&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>I&#8217;ve player narrative primarily in combat, as it saves me from having to continually come up with round after round of descriptions.
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		<title>By: Shaun</title>
		<link>http://www.gnomestew.com/gming-advice/player-narrative/comment-page-1#comment-3123</link>
		<dc:creator>Shaun</dc:creator>
		<pubDate>Tue, 25 Nov 2008 16:14:40 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=1815#comment-3123</guid>
		<description>Excellent article. I&#039;ve been using player narration in pretty much every game that I run. I&#039;ve also stopped using what Fang calls a &quot;carefully crafted story.&quot; in any of my games. The nice thing is that giving narrative control to the players really makes the game about their characters, rather than the plot. Eventually, if your PCs have good personal motivations, the GM doesn&#039;t have to do any work at all - the players will run the game for you.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;3123&#039;,&#039;Shaun&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>Excellent article. I&#8217;ve been using player narration in pretty much every game that I run. I&#8217;ve also stopped using what Fang calls a &#8220;carefully crafted story.&#8221; in any of my games. The nice thing is that giving narrative control to the players really makes the game about their characters, rather than the plot. Eventually, if your PCs have good personal motivations, the GM doesn&#8217;t have to do any work at all &#8211; the players will run the game for you.
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