It doesn't matter if the article is talking about playstyles of people or playstyles that game systems support. D&D exists because some folks wanted to explore & play with a playstyle that did not fit wargaming & had to create a system that fit their desired playstyle rather than forcing it into a wargame. Not every game supports every playstyle, it's not reasonable to pretend otherwise. The two can not be totally severed. pretending otherwise does a disservice to both as well as the other people at the table.No? In fact, I would say the opposite. In games I run, when my players ignore the problem, that is also treated as their decision, that will have consequences.
How about you get off that high horse, reread the naughty word article and see the author flat out says THIS DOESN'T APPLY TO GAMES but to the way individual people or fandom communities view them? You can easily run any type of game in Savage Worlds and you're doing some real no true Scotsman here by deciding that if people who run character-focused games didn't run it in the right system, it doesn't count. I run Blades in the Dark, which is very character driven. Yet several examples I have used in my previous post were from my d&d games. I have played my first Fate session with a guy who would run it in a way that DELETED all my agency and, not knowing the system, I only realized this is GM issue when the same guy ran me Only War, a system I knew, exactly the same way. Six philosophies are not about a specific game, it's not a cut and dry what game is or isn't this or that category. GMs can embody a philosophy, fandoms can, maybe creators and designers. It's not about naughty word individual games.
Also, you completely mispresented, in the most insulting way, my point about how this type of game requires cooperation between GM and players to tell a story together to naughty word on this sytele ald claim it allows one bad apple to destroy it, when my point was that in properly run character-driven game this bad apple will not happen.
Fate might look fairly simple given how you can pretty much fit the rules on a hand written index card, but it takes a solid understanding of the complex ways they can interact to avoid problems. To some degree that bold bit accurately describes compels. Compels can be fairly complicated with how they interact with aspects, especially if a player's efforts to exercise agency would cause them to so obviously self compel that the GM just points to it rather than death spiraling the game & your post does not provide enough detail to say who was at fault.
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