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Isn't this just advocating for "Enlightened Despotism" by another name?
No. And again, I think comparing what is essentially a referee to a despot fails to understand what a despot is and what a referee is
Isn't this just advocating for "Enlightened Despotism" by another name?
Even in total Monarchies and Dictatorships people make meaningful choices and thus they have agency. Being a subject to a King doesn't take away your agency. You still have meaningful choices to make.
The peasants can leave the country if they wish.It's a game, mate. No one is there against their will, the whole analogy is pointless.
I disagree.No. And again, I think comparing what is essentially a referee to a despot fails to understand what a despot is and what a referee is
The peasants can leave the country if they wish.
I disagree.
Yeah. I've skimmed the Hub and Spokes, once. I don't claim any real knowledge of Burning Wheel or its systems. It seems to be coming from a specific angle with a specific point of view and specific goals, and I suspect I'd either need to play it or read more. At a minimum, it seems to operate at a different scale than I'm used to (which isn't intended as a negative).Technically, if it affects anything on a character sheet, in BW, it requires a roll. Likewise, if it requires a PC believe or disbelieve something, it also requires a roll. That's a quirk of BW/BE/MG because it's part of how Luke Crane has solved the problem of the charismatic player with the non-charismatic character using player abilities to dominate the story. Burning Wheel has a specific mechanical limit on RP power over the game. It's unusual in doing to the way it does. It's not unique, but it is rare. Vincent Baker has similar mechanics in some of his games...
This clarification helps as earlier someone compared the GM's role and player agency in terms of peasants under a monarch or dictator.I just don't t think the monarch comparison is useful. It is a role in a game. And anyone in the room can assume that a role and offer to run a campaign (I have been in many groups with rotating GMs----personally I prefer this because I think it helps avoid GM burnout, exposes everyone to different GM styles, and its always good to move from player role to GM role and not just stick to one IMO). It also requires that people agree to let you be the GM, and people are free to walk away from the game at any time, or to object to things you say or do. It isn't oppression to be a player in a game where the GM has traditional GM authority. If you don't like it that is fine. But it is an odd way to persuade people to play other kinds of games. It would be like me trying to say a more spread out approach is communism or something (to be clear I don't think that at all). I wouldn't invoke something that powerful to win at a debate about games.
@Bedrockgames
I just have no real idea how to square the circle here. I just do not see on a fundamental level how the activity you are talking is a game subject to any analysis based on game design principles. This is not meant to be an accusation. It's so far removed from my experience of gameplay (in the general sense) I have no real idea how to bridge the gap. It's also worlds apart from my understanding of Finch's Primer, Moldvay B/X, or the Principia Apocrypha. It's even fairly removed from the instructions in Stars Without Number.
Maybe I am missing something here, but it does not seem like there is any real objective to your play or meaningful feedback loops. Please tell me if I am wrong.