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A Discussion in Game Design: The 15 minute work day.
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<blockquote data-quote="jgbrowning" data-source="post: 5282525" data-attributes="member: 5724"><p>Yes. However, the players need to understand that no rules-set will be optimal for an rpg given the complete openess of "the game" and play their PCs as if they were there, not as if they are a collection of rules. Regardless what system they're using.</p><p></p><p>I was reading The Temple of Elemental Evil recently and there was a quote that cuts right to the heart of what I'm trying to say. [Advice to the DM] "<em>In short - play each and every character and group as if you yourself were there</em>."</p><p></p><p>Sometimes you would rest, sometimes you would continue on, and that decision isn't an easy one because the world moves on while you rest. If a group chooses the 15 minute work day as SOP they'll face consequences because the world moves on. If they don't rest, they'll face consequences because they are not as powerful were they to rest.</p><p></p><p>Neither of those states makes for "better" play because the game is the <strong>play</strong>. Not the winning or the losing or achieving a goal or failing. The game is the <strong>journey</strong>, not the destination. The game is the event, not the outcome of the event.</p><p></p><p>The GM is responsible to make his world a living world as best as he can. If he does that properly, sometimes resting is the better decision, but sometimes it's not. The GM should try to remain impartial and let the players do what they think best, regardless what the consequences that has upon his adventure, campaign, or world.</p><p></p><p>The desire to have X happen is something a GM should avoid at all costs. X may happen or it may not. If it does cool, if not cool. The GM needs to understand that he's not in control of the group in any way, the players are. The GM is in control of world.</p><p></p><p>And, as always, this is all IMO, of course.</p><p></p><p>joe b.</p></blockquote><p></p>
[QUOTE="jgbrowning, post: 5282525, member: 5724"] Yes. However, the players need to understand that no rules-set will be optimal for an rpg given the complete openess of "the game" and play their PCs as if they were there, not as if they are a collection of rules. Regardless what system they're using. I was reading The Temple of Elemental Evil recently and there was a quote that cuts right to the heart of what I'm trying to say. [Advice to the DM] "[I]In short - play each and every character and group as if you yourself were there[/I]." Sometimes you would rest, sometimes you would continue on, and that decision isn't an easy one because the world moves on while you rest. If a group chooses the 15 minute work day as SOP they'll face consequences because the world moves on. If they don't rest, they'll face consequences because they are not as powerful were they to rest. Neither of those states makes for "better" play because the game is the [B]play[/B]. Not the winning or the losing or achieving a goal or failing. The game is the [B]journey[/B], not the destination. The game is the event, not the outcome of the event. The GM is responsible to make his world a living world as best as he can. If he does that properly, sometimes resting is the better decision, but sometimes it's not. The GM should try to remain impartial and let the players do what they think best, regardless what the consequences that has upon his adventure, campaign, or world. The desire to have X happen is something a GM should avoid at all costs. X may happen or it may not. If it does cool, if not cool. The GM needs to understand that he's not in control of the group in any way, the players are. The GM is in control of world. And, as always, this is all IMO, of course. joe b. [/QUOTE]
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