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In defence of Grognardism
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<blockquote data-quote="transmission89" data-source="post: 8364904" data-attributes="member: 6688441"><p>That chip on your shoulder seems to be weighing heavily on you. No one is laying a claim on clever tactics. They are just trying to explain to you that’s what a big part of the game is.</p><p></p><p>Skilfully manipulating the fiction means just that. As in most games, there is back and forth between GM and players over narrative control, what happens at this point? The GM sets the scene, then the players “manipulate” or interact with it.</p><p></p><p>The difference tends to be these days that the modern iterations of the game have more of those interactions codified in rules (predominately in skills) so that you are more likely as a player to lean on those. They are there, why not make use of them?</p><p>Where the interaction is not so codified in earlier editions (not entirely absent), it was more on the player to come up with a solution, with little guide, to the current fiction. A more plausible solution would have a better chance of success.</p><p></p><p>There’s also nothing inherently wrong with giving a DM more power within a game’s framework. Indeed, I love older editions because I feel they give me more power and autonomy to master the game. Certainly, newer iterations provide a stronger framework for new DMs so they are less likely to fall into bad, gotcha DM practices, but even the most robust of rules will not save you from a bad DM.</p><p></p><p>It might not be your cup of tea, that’s fine, but no claim of objective superiority is being made, you enjoy what you want…</p></blockquote><p></p>
[QUOTE="transmission89, post: 8364904, member: 6688441"] That chip on your shoulder seems to be weighing heavily on you. No one is laying a claim on clever tactics. They are just trying to explain to you that’s what a big part of the game is. Skilfully manipulating the fiction means just that. As in most games, there is back and forth between GM and players over narrative control, what happens at this point? The GM sets the scene, then the players “manipulate” or interact with it. The difference tends to be these days that the modern iterations of the game have more of those interactions codified in rules (predominately in skills) so that you are more likely as a player to lean on those. They are there, why not make use of them? Where the interaction is not so codified in earlier editions (not entirely absent), it was more on the player to come up with a solution, with little guide, to the current fiction. A more plausible solution would have a better chance of success. There’s also nothing inherently wrong with giving a DM more power within a game’s framework. Indeed, I love older editions because I feel they give me more power and autonomy to master the game. Certainly, newer iterations provide a stronger framework for new DMs so they are less likely to fall into bad, gotcha DM practices, but even the most robust of rules will not save you from a bad DM. It might not be your cup of tea, that’s fine, but no claim of objective superiority is being made, you enjoy what you want… [/QUOTE]
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