Since this looks like it could be a long and/or interesting discussion, I fell it might be a good idea to move this discussion here instead to avoid taking up posts in the Storm thread...
So to summarize...
TheVagrant says:
OOC:
Like, could i say that Edouard found Pavel, or Pavel saying that Edouard turns the corner before the creature? How much narrative freedom do we have here since we dont know where the creatures are or what they can do?
kalajel says:
OOC:
I'm taking care of inserting any complications which could happen in the story, outside of those which come from a specific move and are given as a choice to the player (such as the ones from
Unleash An Attack for example).
Basically, the goal is to make for cool storytelling. Would it make good story telling if Édouard found Pavel and then simply got out of the sewer without a hitch, or would it be cooler if they found one or more of the creatures on their way out and had to deal with the obstacle together (perhaps having a first taste of how battle works in US)?
Again, it's all about the "T.V. show" analogy (I know I said this often enough already). Do you want to watch a show about a bunch of Mary Sues where everything always goes their way all the time, or do you want to see people with flaws struggle to overcome adversity? Which one would be more fun to watch?
You know the creatures are close, and you are free to hint at that in your post, and by letting it out to sense emotions you would be more than capable of feeling if one was really close, but I get to decide when and if you meet a creature.
Phil_Ozzy_Fer says:
OOC:
This is the third or fourth time I've tried a "Powered by the Apocalypse" game, and I don't know that there's a clear answer to this question. At least not from what I've seen. I've seen the person running the game kind of railroad things, and I've seen just a couple players up-end the whole game and left the rest of the PCs kind of in their orbit. I've yet to grok this style of gaming entirely.
Yeah, storytelling games can be a bit difficult to grasp at first. So far, my experience with PbtA has been much better than Phil's. Guess I was lucky and got good GMs in those games (even if then ended prematurely). I'd like to think they gave me a good idea on how to frame PbtA games. Players certainly have a lot of liberties in their narrative (especially since the lore can be established as we play the game), but the GM must also be able to set his boundaries and step in if he feels a player has overstepped their boundaries.
Basically, I have a good idea which direction this Storm should take, and I can try and steer the game towards that end, but at the same time, the actions of the players could influence that, and there is always the chance that a player might come up with a much better idea for something than I have.
So give the players the freedom to explore and do as they please, but remain close so you can intervene if a player does something you feel would not work for the game. That is my philosophy and I hope it will work well.