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A GMing telling the players about the gameworld is not like real life
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<blockquote data-quote="S'mon" data-source="post: 7576435" data-attributes="member: 463"><p>OT: <em>Downtime</em> as a formal concept is actually very recent for me - I've only really started using it since 2017. In my 2015-17 5e D&D Wilderlands game we pretty much played through every minute, and that's much how I recall running games from 1984 onwards (when I got into RPGs) also.</p><p></p><p>More broadly, I find 5e's "Three Pillars + Downtime" a highly functional approach to thinking about how the game works, much better than 4e's "Get to the FUN!!!" - it's obviously not the only way to run an RPG, and wouldn't work well for other systems - eg 4e does not 'like' an Exploration pillar IME, and fights me when I try to include it, while Traveller or Call of Cthulu may work better without a formal Combat pillar, and Storygames may have a completely different premise (story now) with shared world-building that requires there not be a players-explore-the-world pillar. You can explore what lies in the hearts of your fellow players, instead. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="S'mon, post: 7576435, member: 463"] OT: [I]Downtime[/I] as a formal concept is actually very recent for me - I've only really started using it since 2017. In my 2015-17 5e D&D Wilderlands game we pretty much played through every minute, and that's much how I recall running games from 1984 onwards (when I got into RPGs) also. More broadly, I find 5e's "Three Pillars + Downtime" a highly functional approach to thinking about how the game works, much better than 4e's "Get to the FUN!!!" - it's obviously not the only way to run an RPG, and wouldn't work well for other systems - eg 4e does not 'like' an Exploration pillar IME, and fights me when I try to include it, while Traveller or Call of Cthulu may work better without a formal Combat pillar, and Storygames may have a completely different premise (story now) with shared world-building that requires there not be a players-explore-the-world pillar. You can explore what lies in the hearts of your fellow players, instead. :) [/QUOTE]
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