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A GMing telling the players about the gameworld is not like real life
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<blockquote data-quote="Maxperson" data-source="post: 7583991" data-attributes="member: 23751"><p>So, yes, it would be problematic in my game. I can see the design intent for Blades, though, and it seems like a cool mechanic for that sort of game. I would actually like to try out that sort of game to get a good feel for those mechanics in that sort of game. I'm also curious what a "Stress Cost" is.</p><p></p><p></p><p></p><p>I'm really not used to thinking in these terms, so bear with me if I seem off. </p><p></p><p>Again, I don't mind the players creating things for the game. I allow them to give details about towns they come from, NPCs in their backgrounds, etc., and even come up with these things after game play begins if it makes sense with their already given backgrounds. This mechanic gives the players much greater creation ability as they can come up with just about anything they want, so long as it doesn't contradict something. Assuming the "Stress Cost" isn't a limiter. For my D&D game, though, such an ability would be incredibly powerful at getting around and going through things, and would be a vehicle for metagaming. It's not the sort of thing I and my players would really enjoy for the game.</p><p></p><p>As for discovery, I'm really not sure what we are discovering with this ability. The player is making up what he wants, so it seems that nothing is really being discovered by him. To me discovery means finding out something you didn't know about, rather than creating something you didn't know about. Finding a map vs. drawing one. </p><p></p><p>The competition here seems to be player vs. DM. The DM comes up with an problem, the player flashes back and creates something that while it doesn't undo the event, does allow the player to sidestep or defeat it. I personally dislike player vs. DM situations. I may set up challenges and the players are trying to overcome them, but we are doing so as a team, rather than the player making moves to counter my moves. </p><p></p><p>Lastly, I'm not sure what you mean by "the virtue I've been espousing."</p></blockquote><p></p>
[QUOTE="Maxperson, post: 7583991, member: 23751"] So, yes, it would be problematic in my game. I can see the design intent for Blades, though, and it seems like a cool mechanic for that sort of game. I would actually like to try out that sort of game to get a good feel for those mechanics in that sort of game. I'm also curious what a "Stress Cost" is. I'm really not used to thinking in these terms, so bear with me if I seem off. Again, I don't mind the players creating things for the game. I allow them to give details about towns they come from, NPCs in their backgrounds, etc., and even come up with these things after game play begins if it makes sense with their already given backgrounds. This mechanic gives the players much greater creation ability as they can come up with just about anything they want, so long as it doesn't contradict something. Assuming the "Stress Cost" isn't a limiter. For my D&D game, though, such an ability would be incredibly powerful at getting around and going through things, and would be a vehicle for metagaming. It's not the sort of thing I and my players would really enjoy for the game. As for discovery, I'm really not sure what we are discovering with this ability. The player is making up what he wants, so it seems that nothing is really being discovered by him. To me discovery means finding out something you didn't know about, rather than creating something you didn't know about. Finding a map vs. drawing one. The competition here seems to be player vs. DM. The DM comes up with an problem, the player flashes back and creates something that while it doesn't undo the event, does allow the player to sidestep or defeat it. I personally dislike player vs. DM situations. I may set up challenges and the players are trying to overcome them, but we are doing so as a team, rather than the player making moves to counter my moves. Lastly, I'm not sure what you mean by "the virtue I've been espousing." [/QUOTE]
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