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A GMing telling the players about the gameworld is not like real life
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<blockquote data-quote="Bedrockgames" data-source="post: 7569111" data-attributes="member: 85555"><p>Those are some intense words, but all you are doing is asserting without supporting. I would definitely reject the definition you are using for mother may I as a valid playstyle description. Like Lowkey13 said, it is a pejorative. But even then, when it comes up, it is only useful in describing table disfunction where play starts to resemble the game mother may I in the way I described. Using it pejoratively to describe a large swath of RPGs or play styles, is pretty meaningless I think. Certainly isn't going to illuminate anything. If you see a playstyle you don't like and sum it up as mother may I, you will entirely miss the reason people are engaging it (and you will be lacking the curiosity that Pemerton seemed so concerned people retain when analyzing RPGs). It reeks of bias. It is up there with magic tea party in that respect. That would be like me insisting on referring to games with narrative elements as "story time" systems.</p></blockquote><p></p>
[QUOTE="Bedrockgames, post: 7569111, member: 85555"] Those are some intense words, but all you are doing is asserting without supporting. I would definitely reject the definition you are using for mother may I as a valid playstyle description. Like Lowkey13 said, it is a pejorative. But even then, when it comes up, it is only useful in describing table disfunction where play starts to resemble the game mother may I in the way I described. Using it pejoratively to describe a large swath of RPGs or play styles, is pretty meaningless I think. Certainly isn't going to illuminate anything. If you see a playstyle you don't like and sum it up as mother may I, you will entirely miss the reason people are engaging it (and you will be lacking the curiosity that Pemerton seemed so concerned people retain when analyzing RPGs). It reeks of bias. It is up there with magic tea party in that respect. That would be like me insisting on referring to games with narrative elements as "story time" systems. [/QUOTE]
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A GMing telling the players about the gameworld is not like real life
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