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A GMing telling the players about the gameworld is not like real life
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<blockquote data-quote="AbdulAlhazred" data-source="post: 7581058" data-attributes="member: 82106"><p>It strikes me that this entire concept, and all the baggage attendant onto it, which includes a lot of the anti-meta-gaming creed, as well as the whole "you're just a small guy without any special place in the world" is all basically just a shadow of Gygax (or again maybe I should be more fair to call it a shadow of Dave Arneson). </p><p></p><p>Particularly Blackmoor, from what I understand, was basically a pure 'skilled play' experience. The mechanics of the game were merely a tool, much like weather tables in Kriegspiel games. EVERYTHING was a challenge to the player, his knowledge and skill at play of the game. Any advantage imputed to a player (his PC) HAD to be earned because this was a competitive game! At the same time, skill must produce advantages, so there was always the nut of a problem there.</p><p></p><p>The irony is that the lesson "never give the players anything for free" was fully absorbed, but the actual context of skilled play dungeoneering was lost! There is no reason, from a standpoint of how a game should or must work for these things to exist anymore, unless you really do play very much like Dave did (and if so, that's great). But in terms of modern D&D play these restrictions are, well, highly restrictive! And they carry with them a sort of antagonistic play paradigm where a main part of the DM's job is to crack down on players, to make them toe some sort of line and not get out of hand. Its weird, and to be perfectly honest [MENTION=23751]Maxperson[/MENTION] a lot of your responses to [MENTION=42582]pemerton[/MENTION] kind of reek of it. </p><p></p><p>It isn't to put down any style of play, it just REALLY does seem very unexamined, like this is maybe how I would have thought if this was 1974 and D&D was just starting.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 7581058, member: 82106"] It strikes me that this entire concept, and all the baggage attendant onto it, which includes a lot of the anti-meta-gaming creed, as well as the whole "you're just a small guy without any special place in the world" is all basically just a shadow of Gygax (or again maybe I should be more fair to call it a shadow of Dave Arneson). Particularly Blackmoor, from what I understand, was basically a pure 'skilled play' experience. The mechanics of the game were merely a tool, much like weather tables in Kriegspiel games. EVERYTHING was a challenge to the player, his knowledge and skill at play of the game. Any advantage imputed to a player (his PC) HAD to be earned because this was a competitive game! At the same time, skill must produce advantages, so there was always the nut of a problem there. The irony is that the lesson "never give the players anything for free" was fully absorbed, but the actual context of skilled play dungeoneering was lost! There is no reason, from a standpoint of how a game should or must work for these things to exist anymore, unless you really do play very much like Dave did (and if so, that's great). But in terms of modern D&D play these restrictions are, well, highly restrictive! And they carry with them a sort of antagonistic play paradigm where a main part of the DM's job is to crack down on players, to make them toe some sort of line and not get out of hand. Its weird, and to be perfectly honest [MENTION=23751]Maxperson[/MENTION] a lot of your responses to [MENTION=42582]pemerton[/MENTION] kind of reek of it. It isn't to put down any style of play, it just REALLY does seem very unexamined, like this is maybe how I would have thought if this was 1974 and D&D was just starting. [/QUOTE]
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