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I have a very detailed world, but that's not why my game is popular...
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<blockquote data-quote="aramis erak" data-source="post: 7419224" data-attributes="member: 6779310"><p>Thinking on this some more...</p><p></p><p>The players owe it to the GM not to make the game unfun for the GM nor for the other players. Players can, in fact, have a great time in more constrained settings and styles of GMing, as, if not, I'd not have a steady group.</p><p></p><p>The OP's post comes across as a form of monte-haul entitlement more than actual good GMing. Which is fine for some, but for others will fall flat. <strong><em>I don't think it's as literal as the OP wrote it.</em></strong></p><p></p><p>It's not even stupid substitution for awesome - it's unfettered "Say-Yes" mentality rearing it's gruesome and destructive head. "Creativity is enhanced by constraints" is a standard of educational psychology, and it's equally true in games - being creative within a framework is easier than outside it, and <strong>taken at face value, the OP is advocating no restraints</strong>.</p><p></p><p>A true, no-restraints game is prone to that misperception of stupid for awesome. Why? Because the GM doesn't say no to stupid.</p><p></p><p>Player: "I will myself to fly!"</p><p>Normal GM: "You fail Next"</p><p>Old School GM: "Roll 100 on a d20+Wis. On a 1, fall and hurt yourself."</p><p>Commedic Old School Killer GM: "You hover... you get Wis seconds across the crag, then fall in. Take 10d6 falling damage; save vs death for half"</p><p>Epically Monty Haul GM: "Roll 21+ on d20+Wis; if you succeed, add 1" psionic flight."</p><p>Epically Say Yes: "Ok."</p><p></p><p>If the OP really means "Set a difficulty they can reach for all the wacky stuff," that's very different than simply allowing it.</p></blockquote><p></p>
[QUOTE="aramis erak, post: 7419224, member: 6779310"] Thinking on this some more... The players owe it to the GM not to make the game unfun for the GM nor for the other players. Players can, in fact, have a great time in more constrained settings and styles of GMing, as, if not, I'd not have a steady group. The OP's post comes across as a form of monte-haul entitlement more than actual good GMing. Which is fine for some, but for others will fall flat. [B][I]I don't think it's as literal as the OP wrote it.[/I][/B] It's not even stupid substitution for awesome - it's unfettered "Say-Yes" mentality rearing it's gruesome and destructive head. "Creativity is enhanced by constraints" is a standard of educational psychology, and it's equally true in games - being creative within a framework is easier than outside it, and [B]taken at face value, the OP is advocating no restraints[/B]. A true, no-restraints game is prone to that misperception of stupid for awesome. Why? Because the GM doesn't say no to stupid. Player: "I will myself to fly!" Normal GM: "You fail Next" Old School GM: "Roll 100 on a d20+Wis. On a 1, fall and hurt yourself." Commedic Old School Killer GM: "You hover... you get Wis seconds across the crag, then fall in. Take 10d6 falling damage; save vs death for half" Epically Monty Haul GM: "Roll 21+ on d20+Wis; if you succeed, add 1" psionic flight." Epically Say Yes: "Ok." If the OP really means "Set a difficulty they can reach for all the wacky stuff," that's very different than simply allowing it. [/QUOTE]
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