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Interesting Ryan Dancey comment on "lite" RPGs
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<blockquote data-quote="SweeneyTodd" data-source="post: 2390535" data-attributes="member: 9391"><p>Okay, I'll jump in and try this again. There are two things here:</p><p></p><p>1) C&C: GM says "There's a pit". Player says "How big?" GM says "You could probably make it, but it's a ways... DC X."</p><p></p><p>2) D&D: GM draws a battlemap, with a pit on it. Player measures it, checks the rules, determines it's DC X.</p><p></p><p></p><p>What we are trying to say is that in both cases, <em>the GM set the DC.</em>, and communicated it to the players. That battlemap didn't draw on itself. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /> And taking it further, in both cases the pit exists because the GM put it there.</p><p></p><p>So, help me out here. Is the problem that GM-set difficulties are railroading? Because I can't get it -- if the GM wants to make it impossible to jump, or easy, or in between, he can do that either way. (The exception being that he's working from a published module, in which case the writer set the difficulty.)</p><p></p><p>Is the problem that it's unrealistic? If so, that's a valid preference -- if you mean, "I prefer concrete situations which I can assess using the rules," then that's more of an issue that you prefer a different way of interfacing with the shared imaginative environment. </p><p></p><p>I don't begrudge you your opinion, whatever it is, I'm just trying to understand it.</p><p></p><p>I will say that if you like detailed tactical combat, then a more complex system that focuses on that is going to work best for you. I mean, yeah, that seems obvious. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="SweeneyTodd, post: 2390535, member: 9391"] Okay, I'll jump in and try this again. There are two things here: 1) C&C: GM says "There's a pit". Player says "How big?" GM says "You could probably make it, but it's a ways... DC X." 2) D&D: GM draws a battlemap, with a pit on it. Player measures it, checks the rules, determines it's DC X. What we are trying to say is that in both cases, [i]the GM set the DC.[/i], and communicated it to the players. That battlemap didn't draw on itself. :) And taking it further, in both cases the pit exists because the GM put it there. So, help me out here. Is the problem that GM-set difficulties are railroading? Because I can't get it -- if the GM wants to make it impossible to jump, or easy, or in between, he can do that either way. (The exception being that he's working from a published module, in which case the writer set the difficulty.) Is the problem that it's unrealistic? If so, that's a valid preference -- if you mean, "I prefer concrete situations which I can assess using the rules," then that's more of an issue that you prefer a different way of interfacing with the shared imaginative environment. I don't begrudge you your opinion, whatever it is, I'm just trying to understand it. I will say that if you like detailed tactical combat, then a more complex system that focuses on that is going to work best for you. I mean, yeah, that seems obvious. :) [/QUOTE]
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