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General Tabletop Discussion
*TTRPGs General
A GMing telling the players about the gameworld is not like real life
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<blockquote data-quote="Lanefan" data-source="post: 7577291" data-attributes="member: 29398"><p>Quite right. I suppose I'm sort of looking at it from the other direction, though: asking first what do I/we want from the fiction (as opposed to what we're getting) and only after answering that then asking what do I have to do to the system to make it work.</p><p></p><p>And to answer the first question one has to be able to somehow analyze the fiction, and this is where the aspects model comes in handy. Some players/GMs want to focus on one particular aspect (the names given to the extremes would, I suppose, be drama queens, combat wombats, and pixel-bitchers*) while others are happy with a mix of all three and still others don't care much at all as long as there's still beer in the fridge.</p><p></p><p>* I can't think of an 'extreme' name for a player whose primary focus is downtime, even though I play with one. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Knowing a) which aspects are of most interest to people - both at a specific table and in general - then informs me-as-DM as to the sort of things I should include or downplay, where I have any choice in the matter. I can then also step back and ask whether the system is helping, hindering, or neither. (the ideal for me is 'neither'; ideally I'd prefer the system be as unobtrusive and out-of-the-way as possible, and familiarity can provide this even if it's otherwise a bit on the rules-heavy side)</p></blockquote><p></p>
[QUOTE="Lanefan, post: 7577291, member: 29398"] Quite right. I suppose I'm sort of looking at it from the other direction, though: asking first what do I/we want from the fiction (as opposed to what we're getting) and only after answering that then asking what do I have to do to the system to make it work. And to answer the first question one has to be able to somehow analyze the fiction, and this is where the aspects model comes in handy. Some players/GMs want to focus on one particular aspect (the names given to the extremes would, I suppose, be drama queens, combat wombats, and pixel-bitchers*) while others are happy with a mix of all three and still others don't care much at all as long as there's still beer in the fridge. * I can't think of an 'extreme' name for a player whose primary focus is downtime, even though I play with one. :) Knowing a) which aspects are of most interest to people - both at a specific table and in general - then informs me-as-DM as to the sort of things I should include or downplay, where I have any choice in the matter. I can then also step back and ask whether the system is helping, hindering, or neither. (the ideal for me is 'neither'; ideally I'd prefer the system be as unobtrusive and out-of-the-way as possible, and familiarity can provide this even if it's otherwise a bit on the rules-heavy side) [/QUOTE]
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A GMing telling the players about the gameworld is not like real life
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