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<blockquote data-quote="ExploderWizard" data-source="post: 5986380" data-attributes="member: 66434"><p>Quite to the contrary, players acting in what is believed to be their own best interests and taking the game in unexpected directions is the main reason I enjoy the game. The overall plot (which will be owned by an entity in the game world) is made to be broken, ignored, changed, or whatever. Actual play rules the day. If the players are happy doing their own thing then damned if I'm going to course correct them.</p><p> </p><p> </p><p> </p><p>I like to let players decide much about the level of challenge they will face. There are many things to do in the world and it is possible to overpower challenges unworthy of the party and to bite off a lot more than the group can chew at times. Higher risks bring the greatest rewards. </p><p> </p><p> </p><p> </p><p>The "rulification" is simply telling the world at large that a book can run your game better than you can. </p><p> </p><p>The character building thing is another matter entirely. Players tend to become inwardly focused on their special little snowflkes and creative energy that was once spent in actual play contributing to the fun of shared adventures is now turned toward the character sheet. The focus of play becomes all about building the ultimate deck. Adventures and the game world itself fade into a scrolling 2D backdrop against which these tricked out avatars do their cool little stunts.</p><p> </p><p> </p><p> </p><p>This is the crux of it really. I no longer find fun in DMing games for deck builders, so I don't. I prefer lighter, simpler rulesets and it has nothing to do with power or control. I want the group to focus on the shared reality and the adventure instead of the rules. Fewer rules is the path to that experience. </p><p> </p><p> </p><p> </p><p>I have no interest in being a game server.</p></blockquote><p></p>
[QUOTE="ExploderWizard, post: 5986380, member: 66434"] Quite to the contrary, players acting in what is believed to be their own best interests and taking the game in unexpected directions is the main reason I enjoy the game. The overall plot (which will be owned by an entity in the game world) is made to be broken, ignored, changed, or whatever. Actual play rules the day. If the players are happy doing their own thing then damned if I'm going to course correct them. I like to let players decide much about the level of challenge they will face. There are many things to do in the world and it is possible to overpower challenges unworthy of the party and to bite off a lot more than the group can chew at times. Higher risks bring the greatest rewards. The "rulification" is simply telling the world at large that a book can run your game better than you can. The character building thing is another matter entirely. Players tend to become inwardly focused on their special little snowflkes and creative energy that was once spent in actual play contributing to the fun of shared adventures is now turned toward the character sheet. The focus of play becomes all about building the ultimate deck. Adventures and the game world itself fade into a scrolling 2D backdrop against which these tricked out avatars do their cool little stunts. This is the crux of it really. I no longer find fun in DMing games for deck builders, so I don't. I prefer lighter, simpler rulesets and it has nothing to do with power or control. I want the group to focus on the shared reality and the adventure instead of the rules. Fewer rules is the path to that experience. I have no interest in being a game server. [/QUOTE]
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