d24454_modern
Explorer
While the setting has expanded greatly, the gameplay feels much more constrained than before.
Can you point to an instant where anyone has actually proposed this type of play (emphasis added)?The proposed play type in which the DMs fully give up his control over the game in not suited for a long term campaign world.
Sorry, can you repeat what your question is without the loaded verbiage? Kinda seems like I have to take the bad side to talk here, and that's not kosher.I'm not sure what happened to the quote tags either since some of the post seems to have gotten eaten iby the mixup or while trying to fix it in with edit earlier.
That explains why you don't like fate but not what actually supports the playstyle that you seem to be defending in your 2733 response to helldritch or how it functions. There's been a lot of posts about how certain styles of campaign/gm'ing are dictatorial regimes giving players zero agency & so on along with questions about parts of those play/gm styles that frequently seem to lead into why it's a bad or inferior style but precious little about what the distinctly different alternative actually looks like in play & what rule structures support it. How is it distinct & what rules structures enable it to keep functioning?
Hang on a tick. I am very aware of the irony of me saying this, but, we really need to roll back the rhetoric a bit. Yes, I am 100% guilty here. I know. But, the main problem, I think, is that we're mostly talking past each other and that's why people are feeling attacked.Can you point to an instant where anyone has actually proposed this type of play (emphasis added)?
This isn't the fudging thread, please don't bring that here.Hang on a tick. I am very aware of the irony of me saying this, but, we really need to roll back the rhetoric a bit. Yes, I am 100% guilty here. I know. But, the main problem, I think, is that we're mostly talking past each other and that's why people are feeling attacked.
It's not about attacking traditional play. I think, from what I've read here, that everyone has played traditional style games and we've all probably enjoyed them. I know I have. The reason I advocate a more shared authority approach is because I honestly believe that it is an improvement on traditional play. That doesn't mean that trad play is bad or wrong or anything like that. It's not. It absolutely works and it can be a lot of fun.
Just because I think something might work better does not mean that trad play is somehow flawed. It's very much in a similar vein to the recent thread on fudging when I pointed out that fudging was largely a DM thing in early play. It was assumed at the table (typically) and it worked. But, an improvement on DM fudging is moving a lot of that into the player's lap and giving the players lots of mechanics in which the players can choose when and how much they want to fudge the dice. They took DM side fudging, gamified it and turned it into mechanics.
And, for the most part, I'd say they were spectacularly successful. Going from, say, 2e through to 5e, you can see the proliferation of player side fudging mechanics absolutely explode. And, at least from the feedback I've seen, the players love it. Fantastic.
This is the same sort of thing. There's nothing wrong with Trad play. It works. It can be a ton of fun. But, it's not perfect. It does disincentivize players engaging directly in the setting - I mean directly, not through their characters. Which in turn CAN (note the modal there, it's really important, I'm not saying it's guaranteed, I'm saying that the possibility exists) lead to players who are passive consumers simply reacting to whatever the DM puts in front of them. Which in turn CAN (again, not guaranteed) lead to shallow games where it's just the DM wheeling up the plot wagon week after week and the players shoveling down whatever the DM serves.
Heh. This is pretty much what I am talking about. Talking past each other. And, I'm afraid that it's probably entirely my fault.Sorry, can you repeat what your question is without the loaded verbiage? Kinda seems like I have to take the bad side to talk here, and that's not kosher.
It wasn't my intention to relitigate things. I know you have very strong feelings here. My point was that saying I think something works better does not automatically mean that I hate the other thing, nor does it mean that the other thing is bad.This isn't the fudging thread, please don't bring that here.
To a point.I fully agree. The less experienced the player, the more die roll that player want.
Not quite. With me it's if you say nothing you're stuck with whatever you get, 'cause you've left it in my lap.Feedback: I need to know what your character want. If you say nothing. You get nothing.
Yes.Interaction: If you stand there doing nothing, taking no risk. You get nothing. No pain, no gain.
Not so much the ability to listen as the ability and willingness to speak, preferably in-character. The bolded is essential.The ability to listen: Even if it is not your turn, listen. Interaction with other players do not limit itself to tactical combat and planification. Carousing, arguing and telling that you are right (even if wrong) are great story movers.
I guess that's one big difference between our approaches; in that I-as-player can quite happily use one setting to develop any number of characters, either side-along or one after another, and I-as-DM can use one setting to either tell (if I'm driving) and-or referee (if the players are driving) any number of stories.Our central conceit is that we agree on a premise and then create characters together. Then we build a world around them. The point for us to basically find out who these characters are. When we are done with the characters we're basically done with the setting.