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A GMing telling the players about the gameworld is not like real life
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<blockquote data-quote="hawkeyefan" data-source="post: 7572407" data-attributes="member: 6785785"><p>Yes, I agree that’s happened throughout the thread toward both player driven play and gm driven play. Examples offered by side A about play style B are often exaggerations that little resemble actual play, and which are of little use.</p><p></p><p>I’m not denying that. I just saw an appeal toward context and intent, and found it odd in relation to how this thread came to be. </p><p></p><p>I think the comparison of playstyle to the real world was made casually, and I understand why that terminology was used. In GM driven play, the target of the PC’s search will be where the GM’s decided it will be. The player doesn’t get to decide. In that sense, it is like the real world in that if I am looking for something, I don’t get to decide where it is.</p><p></p><p>I don’t think the choice of language used to describe this was perfect, but I also don’t think it was really unclear.</p><p></p><p>Is there an implication about a play style that allowed players some input on the outcome? I don’t think any was intended. Can I see why someone might infer such? Yes...although I don’t know if I would attribute anything more to it than someone saying “this is what makes sense to me.”</p><p></p><p></p><p></p><p>That’s an interesting question! </p><p></p><p>Might they benefit? Absolutely. Must they? Not necessarily. It’s about the quality of design more than the actual style, I think. If the mechanics are weak, I don’t think anyone would care about whether it’s the GM or the players determining the fiction. </p><p></p><p>I do think that some such systems are great. I also do still enjoy D&D, although I likely allow far more player input on the fiction than is typical. I do like how D&D lets me alter how I handle things. That’s lukely not possible in more narrative based games.</p><p></p><p>It’s likely about expectations and how the game sets and then meets (or doesn’t) them. I can play an OSR style dungeon crawl, or I can play Dungeon World. I like both styles of game...but I know what each is trying to do and can enjoy accordingly.</p><p></p><p></p><p></p><p>I also used to over prep and worry over every detail of the setting and the world. And I would create plots! Ugh. I did all that stuff and it’s only as I’ve gotten older and therefore had less time to devote to game prep that I dialed it back...and found that my game improved dramatically. </p><p></p><p>I do enjoy players having some narrative clout in the game. The amount can vary, but there’s always at least some in my games. Even if it’s D&D.</p></blockquote><p></p>
[QUOTE="hawkeyefan, post: 7572407, member: 6785785"] Yes, I agree that’s happened throughout the thread toward both player driven play and gm driven play. Examples offered by side A about play style B are often exaggerations that little resemble actual play, and which are of little use. I’m not denying that. I just saw an appeal toward context and intent, and found it odd in relation to how this thread came to be. I think the comparison of playstyle to the real world was made casually, and I understand why that terminology was used. In GM driven play, the target of the PC’s search will be where the GM’s decided it will be. The player doesn’t get to decide. In that sense, it is like the real world in that if I am looking for something, I don’t get to decide where it is. I don’t think the choice of language used to describe this was perfect, but I also don’t think it was really unclear. Is there an implication about a play style that allowed players some input on the outcome? I don’t think any was intended. Can I see why someone might infer such? Yes...although I don’t know if I would attribute anything more to it than someone saying “this is what makes sense to me.” That’s an interesting question! Might they benefit? Absolutely. Must they? Not necessarily. It’s about the quality of design more than the actual style, I think. If the mechanics are weak, I don’t think anyone would care about whether it’s the GM or the players determining the fiction. I do think that some such systems are great. I also do still enjoy D&D, although I likely allow far more player input on the fiction than is typical. I do like how D&D lets me alter how I handle things. That’s lukely not possible in more narrative based games. It’s likely about expectations and how the game sets and then meets (or doesn’t) them. I can play an OSR style dungeon crawl, or I can play Dungeon World. I like both styles of game...but I know what each is trying to do and can enjoy accordingly. I also used to over prep and worry over every detail of the setting and the world. And I would create plots! Ugh. I did all that stuff and it’s only as I’ve gotten older and therefore had less time to devote to game prep that I dialed it back...and found that my game improved dramatically. I do enjoy players having some narrative clout in the game. The amount can vary, but there’s always at least some in my games. Even if it’s D&D. [/QUOTE]
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