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A GMing telling the players about the gameworld is not like real life
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<blockquote data-quote="Manbearcat" data-source="post: 7558385" data-attributes="member: 6696971"><p>Brendan, that was in no way an attack on your preferred playstyle nor projection. That was just analysis of inherent GMing flaws (all GMs must push back against these characteristics...so I'm not excluded from this) and how they intersect with the creation of a (lets forget interesting for a moment) coherent, complex system that is able to be inferred through play (an intrigue, a biome, a social system). </p><p></p><p>You have to understand that some people (myself included) have a variety of playstyles that they engage with. Every time I run a Blades in the Dark sandbox game (in Duskvol), or a D&D hexcrawl, or a dungeoncrawl, or a Cortex+ heist, or create a Town in Dogs...I have to deploy many of the skills (perhaps with subtle differences) you have espoused as important in this thread. So I don't diminish their importance nor was that prior post a declaration of them being outmoded. Where we differ is their portrayal, some procedural elements that help to best accomplish the mission...and apparently (after that defense you just levied) the inherent flaws to be wary of (the GMs themselves so they can avoid those pratfalls) with GMs in setting/intrigue/metaplot-based games.</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 7558385, member: 6696971"] Brendan, that was in no way an attack on your preferred playstyle nor projection. That was just analysis of inherent GMing flaws (all GMs must push back against these characteristics...so I'm not excluded from this) and how they intersect with the creation of a (lets forget interesting for a moment) coherent, complex system that is able to be inferred through play (an intrigue, a biome, a social system). You have to understand that some people (myself included) have a variety of playstyles that they engage with. Every time I run a Blades in the Dark sandbox game (in Duskvol), or a D&D hexcrawl, or a dungeoncrawl, or a Cortex+ heist, or create a Town in Dogs...I have to deploy many of the skills (perhaps with subtle differences) you have espoused as important in this thread. So I don't diminish their importance nor was that prior post a declaration of them being outmoded. Where we differ is their portrayal, some procedural elements that help to best accomplish the mission...and apparently (after that defense you just levied) the inherent flaws to be wary of (the GMs themselves so they can avoid those pratfalls) with GMs in setting/intrigue/metaplot-based games. [/QUOTE]
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