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Rules-Lite VS "Crunchy" TTRPG Systems
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<blockquote data-quote="AbdulAlhazred" data-source="post: 9298165" data-attributes="member: 82106"><p>Well, IMHO, the really practically important point is how the GM's job description is like a little engine that pushes the game forward at all times. The players kind of drive things by saying what they do, but the GM is the one insuring that they HAVE to say something. Like in AW, the GM would NEVER EVER EVER say "yeah, the sun sets on a harsh day, but all your supplies are secure, the people are happy, and you can sleep in peace now..." I mean, IF the GM in my AW game DID say that, you can be blasted sure it is just a sucker move! Next I get to make some situation specific Hard Holder move that undoubtedly precipitates the next round of apocalyptic nonsense, because it is APOCALYPSE WORLD, not 'Happy Ending World'.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 9298165, member: 82106"] Well, IMHO, the really practically important point is how the GM's job description is like a little engine that pushes the game forward at all times. The players kind of drive things by saying what they do, but the GM is the one insuring that they HAVE to say something. Like in AW, the GM would NEVER EVER EVER say "yeah, the sun sets on a harsh day, but all your supplies are secure, the people are happy, and you can sleep in peace now..." I mean, IF the GM in my AW game DID say that, you can be blasted sure it is just a sucker move! Next I get to make some situation specific Hard Holder move that undoubtedly precipitates the next round of apocalyptic nonsense, because it is APOCALYPSE WORLD, not 'Happy Ending World'. [/QUOTE]
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