Jack of Tears wrote: A very popular approach at present is "shared naration". In this method the gm empowers the players to direct the game to some extent. The level of involvement may vary, from allowing the pcs to play tokens that change minor details, to giving the pcs complete control over anything not related to the underlying plot. For example, I just recently encountered a system in which the players were responsible for creating all the side stories for one another. Another system suggested that the gm should only design the basic setting but allow players to define detail through their own actions. For example, if the players are in a town and want to get something to drink, it is left up to them to decide upon the tavern they visit, the type of place it is, the clientell it attracts, the drinks it serves, etc. Another example allows for the players to construct historic or even current - though peripheral - events in their universe on the spur of the moment. So if a coversation about warfare comes up the character could make up an historic anecdote or draw parellels to a minor war being fought in a distant region - both derived from his own ideas rather than any direct imput from the gm.
I like everything you said, btw - very well-reasoned and imminently readable.
As for this quote - particularly what you were saying about "shared DMing" - that sounds a lot like how out group plays. but the key, is that it's not forced - no player steps on the others and the DM fels free to pipe up and intorduce variances to the player inventions - and we generally simply accept them and run with the ball, so to speak. It's sort of flows naturally. I can see the potential for abuse, to be certain, btu in our group this has just been as natural as walking.
Sometimes the Dm comes up with the in names, sometimes we do. If one of us has a great idea, we feel it should be aired. and 9 out of 10 times, it's bang on, we get excited abiout the idea and voila! There are so many moments where these accidental contingencies just worked out in the end in a way we could have NEVER planned that it's great!
As for peripheral non-plot events: we play in such a way that we are just encouraged to flesh this stuff out. We know enough about canon to sort of understand what to stay away from... and what to purposefuly connect out charactes to in ways THEY don't even understand.
Which brings me to a touchy point I was actually going to start a forum on: positive metagaming. yes, you heard that right - positive metagiming.
the idea is this - in so many great works of literature (and movies) the great scenes are those where, as readers, we realise that more is being communicated, more meaning is gettign through than the characters "in game" or in the story often appreciate. These moements generally set up, underline and forshadow the significant actions of the narrative.
We aim for somethign similar in our game. Example: I am playing this fighter whose friend has killed a Renier unknowingly (before they ever met) and then, one day, in Nova vaasa somewhere, a renier family member shows up wantgin vengeance with a few cronies. I have a dagger called "la Griffe du Chat" which is a dagger for killing wererats, essentially. it should be noted, my PC has no knowledge of the Renier/rat connection.
Anyhow, so they fall upon us and I have left my axe at the in, so all I have ids this dagger. So I whip it out and instantly recognise that they seem to fear it. So I go on this long, intimidating rant about how I am going to skin them like the rats they are and leave them to rot in the streets or something to that effect. And then, later, when we actually discover the renier/rat connection in-game, that moment is SO much more powerful to the character's experience because you, as a player, sort of set it up (knowlingly) for it to add to the future climax of the story. Your character is sort of forced to act out that drama in a very realistic way. (if you're playing a serious game, anyway.)
So, it's strange, but in many ways, I think that (for the games we enjoy, in any event) the best player has to be an aid to the DM - because he/she can act on this little impulses like that to make relatively minor moments fit into the story nicely. another job of the player, in our games, is to tell the DM - "if you kidnapped my family while I was away on this quest to save my family estates, that would destroy my character. Please take away his family, DM, so I cna really mess with him and enjoy playing the highly dramatic consequebnces. Like, if the player knows his character best, he ows it to the story to rat on him and provide the DM with the BEST ammo possible.

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The DM's job, then, to get back to our topic at hand, is a role of guidance - knowing when to say nothing and let the scene of the man returnign home to his deserted and ransacked house play out, before thrusting onto the PCs the next plot element. This also allows the DM to have more fun playing NPCs, just enjoying the experience, rather than alsways needing to keep his eye on the prize, so to speak. because he knows the players can ALSO direct the story, in small ways that deepen the main storyline of the game. ( i don't mean to imply that the DM does nothing - there are definitely times where his job is to force things to happen, but we all know that, I think.)
There are innumerable examples of great moments in our games, but the best ALWAYS involve the creative input of everyone at the tabel: if my friend didn't play his being charmed by Mallochio Aderre to the hit, by deciding the lure me in, only to shoot me in the back as I was charging the Dukkar; if my other companion had not chosen to decide his character was dead at -2 hp even thoguh he was not, then he would have been burried in the cemetary on my estate, would not have died like the hero no one thought he was but my characert... It would not have been a great game. (Jason Am(brus) knows all about this stuff, but writing out all of the particulars would take a while.

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the best DMs are the ones that ralise thay they play a role, just as the characters lpay a role, in building the story and everybody meets as equals and has a blast making stuff up! Planing is great asnd helps, all of the other advice as well, but the TRUE art of DMing is built upon great relationships with the people you play, understanding their limits and also, playing (as players and DM) to other players' sense of style as much as your own...
Whew. I'm out of (virtual) breath after that!!! (I'm so tired, I realize this is very disjointed, but I am sure it will prompt more posting.

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