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General Tabletop Discussion
D&D Older Editions
D&D4e Social interactions, the Sweet Spot and Advancement
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<blockquote data-quote="thormagni" data-source="post: 3751157" data-attributes="member: 13637"><p>Well, again, I think we are going to continue to disagree on this subject. I think this continuing trend in rules mechanics to give players more of an ability to pull their GM along in the direction they want the game to go is a good thing. I think it is all part of the move away from the "GM is god" sort of game to a new direction, where the balance of power is shifting slightly away from the GM. </p><p></p><p>I do think that a good GM/player relationship has always allowed this sort of interaction to occur, but that is not always the case. And for many players/GMs if something isn't in the rulebook, it may never have occurred to them that this is an option. </p><p></p><p>For example, your character enters a room with bad guys on a staircase. You want a chandelier to swing on, because you think that would be fun or interesting. </p><p></p><p>The bad "GM as god" would say "No, because it isn't in my notes. I decide what is in my game world." The mediocre "GM as god" would think about it and sometimes might decide there is a chandelier and sometimes there isn't, based on their whim at the moment. The good GM would decided that if you want a chandelier, then it would probably be fun for everybody to put one in there and say "sure there is a chandelier."</p><p></p><p>The new rules paradigms would let the player decide that they want a chandelier to swing on in the room and there would be one. And since the ability to make this happen is a limited resource, the players will only be spending their resources in this way when it is REALLY important to them. </p><p></p><p>In effect, it codifies the good GM approach of letting the players have a say in what they consider to be most fun and interesting. By building something into the rules, the game designer is saying "Hey, I think this is an important part of the game."</p></blockquote><p></p>
[QUOTE="thormagni, post: 3751157, member: 13637"] Well, again, I think we are going to continue to disagree on this subject. I think this continuing trend in rules mechanics to give players more of an ability to pull their GM along in the direction they want the game to go is a good thing. I think it is all part of the move away from the "GM is god" sort of game to a new direction, where the balance of power is shifting slightly away from the GM. I do think that a good GM/player relationship has always allowed this sort of interaction to occur, but that is not always the case. And for many players/GMs if something isn't in the rulebook, it may never have occurred to them that this is an option. For example, your character enters a room with bad guys on a staircase. You want a chandelier to swing on, because you think that would be fun or interesting. The bad "GM as god" would say "No, because it isn't in my notes. I decide what is in my game world." The mediocre "GM as god" would think about it and sometimes might decide there is a chandelier and sometimes there isn't, based on their whim at the moment. The good GM would decided that if you want a chandelier, then it would probably be fun for everybody to put one in there and say "sure there is a chandelier." The new rules paradigms would let the player decide that they want a chandelier to swing on in the room and there would be one. And since the ability to make this happen is a limited resource, the players will only be spending their resources in this way when it is REALLY important to them. In effect, it codifies the good GM approach of letting the players have a say in what they consider to be most fun and interesting. By building something into the rules, the game designer is saying "Hey, I think this is an important part of the game." [/QUOTE]
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