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A neotrad TTRPG design manifesto
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<blockquote data-quote="Thomas Shey" data-source="post: 9236730" data-attributes="member: 7026617"><p>Even in cases where some elements are going to be kept "under the hood" in the intent of allowing for a greater degree of mystery and surprise to the players, that hardly requires all such traditional GM-call elements to be kept hidden and/or made unilaterally by the GM. It also doesn't mean that you can't retroactively have the players as a group declare it a bad call once they see it and its purpose.</p><p></p><p></p><p></p><p>Yes. The idea that the GM is the only one at the table who can, or should be allowed to make such judgments is an assumption; its not a necessity, and there's nothing intrinsic that makes it a superior choice. Many players may not want to be the deciders in that situation and that's fine; I'm not in the least sold that GMs simply deciding it should be their and only their option is similarly fine.</p></blockquote><p></p>
[QUOTE="Thomas Shey, post: 9236730, member: 7026617"] Even in cases where some elements are going to be kept "under the hood" in the intent of allowing for a greater degree of mystery and surprise to the players, that hardly requires all such traditional GM-call elements to be kept hidden and/or made unilaterally by the GM. It also doesn't mean that you can't retroactively have the players as a group declare it a bad call once they see it and its purpose. Yes. The idea that the GM is the only one at the table who can, or should be allowed to make such judgments is an assumption; its not a necessity, and there's nothing intrinsic that makes it a superior choice. Many players may not want to be the deciders in that situation and that's fine; I'm not in the least sold that GMs simply deciding it should be their and only their option is similarly fine. [/QUOTE]
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