On 2009-04-17, David Berg wrote:
Anyone want to offer any techniques for addressing these issues in play?
Query the fiction before attempting to change the fiction. That means getting on the same page about "what would happen" before anything does happen.
In my experience, those moments Ralph mentioned when play stops so everyone can argue for their vision only take an hour (and get testy) once someone's committed to some fictional action or event. Before anyone's committed, those discussions take a few seconds. It's the difference between "I jump the pit! What are my odds of success?" and "What are my odds of success if I jump the pit? Okay, I'll go for it!"
Querying the fiction without making play hitchy requires further techniques. Here's a familiar one: The GM has full setting authority, but can be overridden by the fiction itself. That is, if the GM forgot the brick he said was in the room, but a player remembers it, then the player gets to correct the GM's mistake.
I don't know where this "old school renaissance" is taking place or who's churned out what in support of it. All I know are my own efforts. If anyone could clue me in I'd appreciate it.