What do yo mean? They play their PCs, imagining what their PCs want, hope for, are afraid of, etc.On what basis do they decide what they want their PCs to do?
What do yo mean? They play their PCs, imagining what their PCs want, hope for, are afraid of, etc.On what basis do they decide what they want their PCs to do?
Who is saying anything about "what I want from the story narratively". I'm talking about what is at stake in the situation.I would prefer my PCs make choice based on what they have reason to know, not on what I want from the story narratively or what I know outside of the PC.
As the saying goes, extreme claims require extreme evidence. Your statements are not extreme but they are close.
At one point WotC stated that roughly half of all campaigns were homebrew. They must think it's a pretty high percentage considering how many pages are dedicated to it in the new DMG. Even with published mods, in many cases what I've seen is the DM just mines them for ideas and scenarios but doesn't stick close to the default path. Others are designed to be played as sandboxes.
I think there's plenty of evidence for more open gameplay. You aren't just stating an opinion. This all started with you stating as a fact that open campaigns are "fringe". Now, some campaigns are going to be more true sandboxes than others but over decades of play DMs running prepared modules account for less than half the games I've played.
This sentence is as implausible as saying from the point of view of a musician it makes no difference whether they or someone else plays their instrument, or from the point of view of a chess player it makes no difference whether they or someone else decides which of their pieces to move, and how.From the point of view of the player it makes no difference if the world is created by a single person or any anything else.
You're not disagreeing with anyone here. @TwoSix didn't say anything about deciding the consequences of punching the nearest guy in the bar. The question was, rather, whether or not there is a "nearest guy" to punch, and who has the power - as a participant in the game - to make the presence of such a person part of the shared fiction.
Ah. I almost always am, because I don't have the right to speak for anyone else.
Both the GM and the real world are external to you. You cannot decide how the world is, it is determined independently of you.
Whether or not the fiction is realistic, or is verisimilitudinous, is about its content. Just as is the case for a TV drama.TV dramas aren't real world either but most try to make them seem like real life. Why would a game be held to a different standard and why does it matter?
You may prefer cooperative story based games, you don't have to be dismissive of other approaches because they aren't "real".
So just to be clear, the argument is that GM-centred RPGing is more realistic because the universe is probably, or plausibly, a simulation?No, we have plenty of evidence to show that the world is not flat.
We do not, however, have any evidence to show that the universe is not a simulation, and a little that suggests it is. Look it up.
The thing about science is we go by the evidence, not what we want to be true.
That’s session zero territory, IMO. Asking the players what kinds of campaigns they’d like to play in based on a list of stuff the GM would be interested in running.
This stuff just isn’t that hard.
The particular RPG I was posting about was Apocalypse World, not D&D.I prefer my D&D to be about heroes being heroic.