>
> In a message dated 1/30/02 4:58:31 AM, wulfc_at_w... writes:
>
> << Which concept? "Don't bother being clever, the important events
have
> already been decided"? It certainly wouldn't grow on me. >>
>
> The proper gamemastering style seems to me to be a balance between
the game
> master's narrative, the player's actions, and chance.
>
> Without all 3, you are doing something, but it isn't a role-playing
game. But
> where the balance point between the three is really is different
from game to
> game and from gamemaster to gamemaster and from player to player.
It depends what you mean by 'chance'. I don't realy want to get into
a debate about diceless roleplaying. All I'll say is that if you
define 'chance' as the possibility of an outcome that neither the
referee nor the player could have expected at the beginning of
the scene, then that's fine by me.
I'm all for using every trick in the book to enhance the drama
and excitement in a game, but certainly not at the expense of
depriving the players of decisive input.
Simon Hibbs