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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: 7572987" data-attributes="member: 85555"><p>But not everyone enjoys the kind of pacing or scene framing you like (and to be clear, I am not knocking what you do, since it clearly works for you). In the games I run, which tend to be more sandboxy, but with a bit of drama, and plenty of world exploration and character-driven stuff in it....pacing is often more in the hands of the players actually. Their the ones that would prevent me from scene framing. I am actually quite impatient and as a GM and would often be happy to just keep moving briskly. But I can't tell you the number of times, I've had players say 'wait, I still want to do this thing in town before we go to the next thing'. It isn't laundry, but to me it often feels pretty close to laundry. Yet they are really enjoying themselves. I can understand this because when I am a player, one of the things I really enjoy doing is building things in the setting. For example one of my favorite campaigns was when I started a enterprise selling coffee and making connections along a trade route. I think a lot of people would find the dull, but I enjoyed lingering on the details. </p><p></p><p>I don't disagree with what you saying, it is more the intro of "Good RPGing involves". I think the hobby is simply too varied for those kinds of statements to really have the weight we think they do at other tables. </p><p></p><p></p><p></p><p></p><p>I would disagree with this. You can very much explore worlds in detail when the GM decides. I would argue that the GM functioning as the referee who makes calls about the things players attempt is one of the key elements that makes this the case. Not saying their are not other ways. Just saying I've seen it work, I've experienced it working as a player, and I have been doing it myself for many years. It works brilliantly because there really isn't much a limit to how much detail you can go in, if the GM is seriously considering anything the players attempt.</p></blockquote><p></p>
[QUOTE="Bedrockgames, post: 7572987, member: 85555"] But not everyone enjoys the kind of pacing or scene framing you like (and to be clear, I am not knocking what you do, since it clearly works for you). In the games I run, which tend to be more sandboxy, but with a bit of drama, and plenty of world exploration and character-driven stuff in it....pacing is often more in the hands of the players actually. Their the ones that would prevent me from scene framing. I am actually quite impatient and as a GM and would often be happy to just keep moving briskly. But I can't tell you the number of times, I've had players say 'wait, I still want to do this thing in town before we go to the next thing'. It isn't laundry, but to me it often feels pretty close to laundry. Yet they are really enjoying themselves. I can understand this because when I am a player, one of the things I really enjoy doing is building things in the setting. For example one of my favorite campaigns was when I started a enterprise selling coffee and making connections along a trade route. I think a lot of people would find the dull, but I enjoyed lingering on the details. I don't disagree with what you saying, it is more the intro of "Good RPGing involves". I think the hobby is simply too varied for those kinds of statements to really have the weight we think they do at other tables. I would disagree with this. You can very much explore worlds in detail when the GM decides. I would argue that the GM functioning as the referee who makes calls about the things players attempt is one of the key elements that makes this the case. Not saying their are not other ways. Just saying I've seen it work, I've experienced it working as a player, and I have been doing it myself for many years. It works brilliantly because there really isn't much a limit to how much detail you can go in, if the GM is seriously considering anything the players attempt. [/QUOTE]
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