![]() Probably the most typical example is the GM, after presenting events in the world, saying something like, “So what are y’all doing?” In some cases, however, this will be prompted. Often this conversational handoff is unprompted: The GM talks, the players talk, the GM talks again, and so on in a seamless back-and-forth. But then, of course, the GM takes their turn and, playing the world, reacts to what the PCs have done. One of the ways I find this analogy useful is thinking in terms of action and reaction: The GM takes an action, and the players react to it on their turn. Roleplaying games dance freely between these two turn-taking dynamics, and in that dance the GM and the players are partners. In a game, we formally take turns using the mechanics of the game. ![]() ![]() A roleplaying game, at its heart, lies at an interstice between game and conversation: In a conversation, we informally take turns sharing information. ![]()
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