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A neotrad TTRPG design manifesto
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<blockquote data-quote="AbdulAlhazred" data-source="post: 9245763" data-attributes="member: 82106"><p>I think there's a rather small minority of games where a GM is just blatantly uninterested in anything the players have to say, but I've experienced it once or twice, and pretty much anyone who's played for a while will have an anecdote (I won't name the very obvious EW posters who would clearly be models of such GMs, I think you can come up with at least one very obvious example yourself). However, I think there is a VAST middle ground where even fairly experienced GMs fail to take player's aims into proper consideration. I'd actually say that this is the case in the MAJORITY of trad play. In fact it actually forms a MAJOR THEME in the quest of gamers and designers to 'figure out' the RPG experience and 'make it better'. To relegate it all to just some 'horror story' that is implied to be largely fictitious doesn't strike me as very credible.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 9245763, member: 82106"] I think there's a rather small minority of games where a GM is just blatantly uninterested in anything the players have to say, but I've experienced it once or twice, and pretty much anyone who's played for a while will have an anecdote (I won't name the very obvious EW posters who would clearly be models of such GMs, I think you can come up with at least one very obvious example yourself). However, I think there is a VAST middle ground where even fairly experienced GMs fail to take player's aims into proper consideration. I'd actually say that this is the case in the MAJORITY of trad play. In fact it actually forms a MAJOR THEME in the quest of gamers and designers to 'figure out' the RPG experience and 'make it better'. To relegate it all to just some 'horror story' that is implied to be largely fictitious doesn't strike me as very credible. [/QUOTE]
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