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<blockquote data-quote="Ovinomancer" data-source="post: 8507981" data-attributes="member: 16814"><p>Again, the argument isn't coming from a bad faith place, although it certainly can feel this way. It's more coming from a place of comfort and long tradition and not looking at the game from any other direction that how you've played it. If I were to run a game how [USER=84112]@HammerMan[/USER] does, I absolutely would allow players to use button push declarations -- it fits the approach to play. Both the players and the GM are used to this an feed off of each other - the GM is presenting the game in such a way that this kind of button press declaration is expected and good play -- it discovers things in play reliably. If you start with this framework, and don't have experience outside of it, then a suggestion that players have to more fully describe actions so they can be resolved but where the expectation is that the GM is presenting the same game as what their used to does absolutely feel like it's just playing semantics and word games and being annoying. The error here is that the GM isn't presenting the same game -- both sides have changes how they engage the game. And when you do that, it works and makes sense. But it's hard to see if you don't really know what that looks like, especially when you already have a coherent and comfortable approach to the game.</p><p></p><p>It's really the same problem you see between people that have no experience with story now play trying to understand it but not making the necessary adjustments to do so.</p></blockquote><p></p>
[QUOTE="Ovinomancer, post: 8507981, member: 16814"] Again, the argument isn't coming from a bad faith place, although it certainly can feel this way. It's more coming from a place of comfort and long tradition and not looking at the game from any other direction that how you've played it. If I were to run a game how [USER=84112]@HammerMan[/USER] does, I absolutely would allow players to use button push declarations -- it fits the approach to play. Both the players and the GM are used to this an feed off of each other - the GM is presenting the game in such a way that this kind of button press declaration is expected and good play -- it discovers things in play reliably. If you start with this framework, and don't have experience outside of it, then a suggestion that players have to more fully describe actions so they can be resolved but where the expectation is that the GM is presenting the same game as what their used to does absolutely feel like it's just playing semantics and word games and being annoying. The error here is that the GM isn't presenting the same game -- both sides have changes how they engage the game. And when you do that, it works and makes sense. But it's hard to see if you don't really know what that looks like, especially when you already have a coherent and comfortable approach to the game. It's really the same problem you see between people that have no experience with story now play trying to understand it but not making the necessary adjustments to do so. [/QUOTE]
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