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*TTRPGs General
A GMing telling the players about the gameworld is not like real life
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<blockquote data-quote="Manbearcat" data-source="post: 7581987" data-attributes="member: 6696971"><p>This thread isn't about it, and if you want to make a thread about it I'll participate, but how about a quick breakdown of what can go wrong when running a Powered By the Apocalypse game? Dungeon World since its been discussed?</p><p></p><p>* Its difficult to improvise.</p><p></p><p>* Its difficult to improvise while simultaneously managing the cognitive burden of integrating specific and differentiated character themes.</p><p></p><p>* GM's who don't have the exposure of giving up authority or having their authority constrained by system will find that difficult; difficult to do at all and difficult to trust that the process will produce a lively and satisfying play experience.</p><p></p><p>* Its difficult to consistently come up with interesting complications that provoke compelling decision-points which arise from failure and partial success...and its made especially so if your GMing mental framework has been conditioned exclusively around a naturalistic, causal logic framework.</p><p></p><p>* Conditioning players to assume authority and understand the nature and empowerment of the play conversation (if those players are used to traditional authority structures) can be difficult.</p><p></p><p>* It can be difficult to be patient with yourself, take a moment to take a breath and consider a move choice your about to make (or not make), when pacing of play is so important.</p><p></p><p>* On certain specific, rare corner cases the Soft > Hard move structure can be sticky to navigate ("was I transparent enough and was my communication clear with respect to me prior Soft Move and the implications of the impending doom of a Hard move?" Or "does this 6- truly warrant a Soft move or am I just being too meek?").</p><p></p><p>* Asking the right questions and/or drawing interesting answers from the players can sometimes be difficult. Integrating them to introduce content that is thematically interesting and relevant can be difficult.</p><p></p><p>* These games require that all participants bring their creative energy to bear and engage every session. There are lots of TTRPG players who prefer a passive experience and this can just be too much for them.</p><p></p><p>[HR][/HR]</p><p></p><p>These games, and games like them, have a particular (and likely peculiar to some people) cognitive load to them. They can go wrong at first...until they go right. Or a GM who is looking for a particular experience may find that the experience of GMing them is anathema to what they enjoy about running games.</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 7581987, member: 6696971"] This thread isn't about it, and if you want to make a thread about it I'll participate, but how about a quick breakdown of what can go wrong when running a Powered By the Apocalypse game? Dungeon World since its been discussed? * Its difficult to improvise. * Its difficult to improvise while simultaneously managing the cognitive burden of integrating specific and differentiated character themes. * GM's who don't have the exposure of giving up authority or having their authority constrained by system will find that difficult; difficult to do at all and difficult to trust that the process will produce a lively and satisfying play experience. * Its difficult to consistently come up with interesting complications that provoke compelling decision-points which arise from failure and partial success...and its made especially so if your GMing mental framework has been conditioned exclusively around a naturalistic, causal logic framework. * Conditioning players to assume authority and understand the nature and empowerment of the play conversation (if those players are used to traditional authority structures) can be difficult. * It can be difficult to be patient with yourself, take a moment to take a breath and consider a move choice your about to make (or not make), when pacing of play is so important. * On certain specific, rare corner cases the Soft > Hard move structure can be sticky to navigate ("was I transparent enough and was my communication clear with respect to me prior Soft Move and the implications of the impending doom of a Hard move?" Or "does this 6- truly warrant a Soft move or am I just being too meek?"). * Asking the right questions and/or drawing interesting answers from the players can sometimes be difficult. Integrating them to introduce content that is thematically interesting and relevant can be difficult. * These games require that all participants bring their creative energy to bear and engage every session. There are lots of TTRPG players who prefer a passive experience and this can just be too much for them. [HR][/HR] These games, and games like them, have a particular (and likely peculiar to some people) cognitive load to them. They can go wrong at first...until they go right. Or a GM who is looking for a particular experience may find that the experience of GMing them is anathema to what they enjoy about running games. [/QUOTE]
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