Thomas Shey
Legend
That is a tough one because D&D is pretty much RPGs to some people, and so popular.
Yup. Which is why even in the post-VTT period, telling people to go find a game that suits them better can sometimes be a bit--rich.
That is a tough one because D&D is pretty much RPGs to some people, and so popular.
Rules are not someone. Rules are an algorithm. Is an algorithm better than you?
I'm fine with social accountability. I don't need mechanical accountability.
Questions like this, had you been asking them of me instead of @Faolyn and taken in tandem with some bits I didn't quote, seem to be asking for a deeper degree of analysis than I'm ever going to give it.See this is what I mean... most of your comments about it are like the above.
What is it that YOU do? Specifically, what do you do? If you're starting a game of Wandering Heroes of Ogre Gate... how do you begin? How do you get the players to drive play?
Like I said, if someone asked this about my game of Spire, I could talk about what I did for that game specifically. I wouldn't talk about making organic decisions or making sure that my decisions make sense and all that general stuff. I'd talk about what I did in that game as GM.
And the most effective way of dealing with that is using the same techniques that other disciplines have been using for decades for small group interaction. One of which is that there is no special time to handle issues; it is a process you engage in before, during, and after the shared activity. Another is that you learn to read the circumstances to figure out which techniques will be needed. And the goal of all this is to maintain social harmony so everybody can focus on the group's goals and participate.So, it's not about forcing anyone - it's about choosing to play with people (including other players) who embrace accountability, want to be held accountable and just as crucially will hold others accountable. It's not all that serious either. We're not holding after action reports or debriefings. Just laying out expectations and being like let's play that game, see how it goes.
Sometimes even social accountability is hard to accept, true. But I'd still rather deal with a social dispute that can be talked about and resolved than a set of rules constraining your actions right there in the book.(To make it clear, I'm using "you" here as a stand-in).
But are you really? Ever looked at how often people get incredibly soggy if a player challenges them on a decision?
Sometimes even social accountability is hard to accept, true. But I'd still rather deal with a social dispute that can be talked about and resolved than a set of rules constraining your actions right there in the book.
But that's not what you are talking about. You are discussing accountability, which is an issue that affects the group as a whole socially. For that, the rules of a game are a poor tool to use, and the best results are had by learning and practicing time-tested techniques designed to promote communication and social harmony within small groups. There is no magic shortcut, it is a commitment that has to be made by the individuals and a skill that can only be honed through practice.
The way I see it, you can have all the engine you like but if the wheels are missing then all your car can do is make a lot of smoke and noise while going nowhere.So I stand by what I said: The car's engine is of primary importance. Once the engine meets the minimum functionality necessary for performing the function a car must perform, we can move on to other critical, but still necessarily secondary, concerns.
Likewise, a game system needs its metaphorical "engine" to work correctly, or it fails to perform the function of being a game people can play. Once the core system performs at the minimum level necessary, then we can start focusing on other critical concerns.