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Judgement calls vs "railroading"
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<blockquote data-quote="Ilbranteloth" data-source="post: 7095518" data-attributes="member: 6778044"><p>Part of what I struggled with (and perhaps it's just because it never became second nature) is the design of the game itself. </p><p></p><p>The move mechanic still feels very, very foreign to me. Why do I have to have a "move" to blow a horn? Why isn't it just blowing a horn?</p><p></p><p>Does running mean you have to choose between shows signs of an advancing threat, put someone on the spot, or change the environment, or can all three occur? Why can't they just turn and run, and the players each tell me how they react?</p><p></p><p>Overall, it just felt to "gamey" to me, like the focus was on following the rules, rather than just following the characters. One of the main reasons I've yet to find a video game, as immersive as they are, provide anything remotely like the experience of playing D&D since literally almost anything can happen. </p><p></p><p>I understand the concepts behind the system (at least some of them) and that the focus is on keeping the action flowing. Part of it is because I don't consider a primary purpose of being a DM as keeping the action flowing. Yes, I want to ensure that things don't get stuck, but really I see it as the PCs responsibility to keep things flowing. I'm not interested in making a soft move to move the characters along, because I think things are too slow, unless they are too slow because of a mistake I've made.</p><p></p><p>They are the ones making the decisions. So I let them do so without my interference.</p><p></p><p>Your example of the Trojan Horse is a good one in terms of showing that even games that are supposed to prevent DM overreach, it's going to be possible in just about any system you can design.</p></blockquote><p></p>
[QUOTE="Ilbranteloth, post: 7095518, member: 6778044"] Part of what I struggled with (and perhaps it's just because it never became second nature) is the design of the game itself. The move mechanic still feels very, very foreign to me. Why do I have to have a "move" to blow a horn? Why isn't it just blowing a horn? Does running mean you have to choose between shows signs of an advancing threat, put someone on the spot, or change the environment, or can all three occur? Why can't they just turn and run, and the players each tell me how they react? Overall, it just felt to "gamey" to me, like the focus was on following the rules, rather than just following the characters. One of the main reasons I've yet to find a video game, as immersive as they are, provide anything remotely like the experience of playing D&D since literally almost anything can happen. I understand the concepts behind the system (at least some of them) and that the focus is on keeping the action flowing. Part of it is because I don't consider a primary purpose of being a DM as keeping the action flowing. Yes, I want to ensure that things don't get stuck, but really I see it as the PCs responsibility to keep things flowing. I'm not interested in making a soft move to move the characters along, because I think things are too slow, unless they are too slow because of a mistake I've made. They are the ones making the decisions. So I let them do so without my interference. Your example of the Trojan Horse is a good one in terms of showing that even games that are supposed to prevent DM overreach, it's going to be possible in just about any system you can design. [/QUOTE]
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