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A Question Of Agency?
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<blockquote data-quote="Campbell" data-source="post: 8158279" data-attributes="member: 16586"><p>I do not mean to pick on you here. I just want to illustrate a point.</p><p></p><p>A significant number of people basically talk about games as if every game was structured and organized along an OSR to Pathfinder First Edition sort of range of unstructured play to long list of exception based rules that obviate the need for GM judgement. That in order for game mechanics to have teeth they must obviate the need for any GM judgement and come in large unwieldy books. A lot of the games I enjoy playing/running do not exist on that spectrum.</p><p></p><p>Let's look at Apocalypse World. It's a compact little game compared to any version of D&D except maybe into the Odd or The Blackhack. From the perspective of a player playing a PC all the urles you will ever need to reference are contained on your double sided character sheet/play book and a double sided basic move sheet. It builds GM judgement directly into the machinery of play. Almost every rule in the game asks the GM to make a directed judgement call. Still it builds constraints on the GM by directing their energy in certain directions.</p><p></p><p>Here's what that looks like:</p><p>[URL unfurl="true"]http://apocalypse-world.com/AW-basicplaybooks-legal.pdf[/URL]</p><p></p><p>Many of the games I have talked about in this thread have substantially lower footprints than even B/X (which I love dearly). Sorcerer is probably the thinnest game in terms of stuff players need to know to play it I have ever seen. Another good example of a game that has some mechanical teeth while having an extremely small footprint is Lasers and Feelings. The entire game fits on a single page with some fairly large text.</p><p></p><p>Not trying to make a persuasive case for how games should be structured. Just interjecting that games can be structured in innumerable ways.</p></blockquote><p></p>
[QUOTE="Campbell, post: 8158279, member: 16586"] I do not mean to pick on you here. I just want to illustrate a point. A significant number of people basically talk about games as if every game was structured and organized along an OSR to Pathfinder First Edition sort of range of unstructured play to long list of exception based rules that obviate the need for GM judgement. That in order for game mechanics to have teeth they must obviate the need for any GM judgement and come in large unwieldy books. A lot of the games I enjoy playing/running do not exist on that spectrum. Let's look at Apocalypse World. It's a compact little game compared to any version of D&D except maybe into the Odd or The Blackhack. From the perspective of a player playing a PC all the urles you will ever need to reference are contained on your double sided character sheet/play book and a double sided basic move sheet. It builds GM judgement directly into the machinery of play. Almost every rule in the game asks the GM to make a directed judgement call. Still it builds constraints on the GM by directing their energy in certain directions. Here's what that looks like: [URL unfurl="true"]http://apocalypse-world.com/AW-basicplaybooks-legal.pdf[/URL] Many of the games I have talked about in this thread have substantially lower footprints than even B/X (which I love dearly). Sorcerer is probably the thinnest game in terms of stuff players need to know to play it I have ever seen. Another good example of a game that has some mechanical teeth while having an extremely small footprint is Lasers and Feelings. The entire game fits on a single page with some fairly large text. Not trying to make a persuasive case for how games should be structured. Just interjecting that games can be structured in innumerable ways. [/QUOTE]
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