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*Dungeons & Dragons
A Rant: DMing is not hard.
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<blockquote data-quote="prabe" data-source="post: 9815616" data-attributes="member: 7016699"><p>I think someone really new to GMing--especially someone without much experience as a player, or without much variance in that experience--might latch onto the first mostly reasonable advice they find, and then other advice might need to make sense to them before they apply it. I don't think that's inherently bad, if the first advice is reasonable. I think it'd be better if the game they were playing was more explicit about what it was doing, or what it could do, and how to get more out of it--I think it would be better if there weren't so much need (or "need") for GM advice.</p><p></p><p>I enjoy sessions where I have basically nothing pre-written, I enjoy sessions where I've written up more or less the entire situation the PCs are addressing, I enjoy sessions that go at right angles to what I expected. I've made up my own setting, and I've started four campaigns in it (two have run to level 20+). I do not think I'd remain as engaged with doing the hobby if there were a part of it I felt I had to endure.</p><p></p><p>Not disagreeing or arguing at all about 3e. I'd say 5e A) has a larger range where it works and B) needs less adjustment if you get outside that. And as someone who (as I just said) runs 1-20 campaigns, I've at least seen the level range; it's possible my players are pushing the system as hard as at some other tables, I can't claim my experiences with the game are everyone's.</p><p></p><p>I think the failure to recognize that different narrative media work differently and need different things is a persistent problem. I agree that a video game isn't a TRPG, doesn't provide the same experience or make for the same sorts of narratives; neither is a book or a movie or a TV series or a manga a TRPG. People looking to get a TRPG experience from some other medium, or expecting a TRPG to deliver the experience of some other medium, are committing a category error.</p></blockquote><p></p>
[QUOTE="prabe, post: 9815616, member: 7016699"] I think someone really new to GMing--especially someone without much experience as a player, or without much variance in that experience--might latch onto the first mostly reasonable advice they find, and then other advice might need to make sense to them before they apply it. I don't think that's inherently bad, if the first advice is reasonable. I think it'd be better if the game they were playing was more explicit about what it was doing, or what it could do, and how to get more out of it--I think it would be better if there weren't so much need (or "need") for GM advice. I enjoy sessions where I have basically nothing pre-written, I enjoy sessions where I've written up more or less the entire situation the PCs are addressing, I enjoy sessions that go at right angles to what I expected. I've made up my own setting, and I've started four campaigns in it (two have run to level 20+). I do not think I'd remain as engaged with doing the hobby if there were a part of it I felt I had to endure. Not disagreeing or arguing at all about 3e. I'd say 5e A) has a larger range where it works and B) needs less adjustment if you get outside that. And as someone who (as I just said) runs 1-20 campaigns, I've at least seen the level range; it's possible my players are pushing the system as hard as at some other tables, I can't claim my experiences with the game are everyone's. I think the failure to recognize that different narrative media work differently and need different things is a persistent problem. I agree that a video game isn't a TRPG, doesn't provide the same experience or make for the same sorts of narratives; neither is a book or a movie or a TV series or a manga a TRPG. People looking to get a TRPG experience from some other medium, or expecting a TRPG to deliver the experience of some other medium, are committing a category error. [/QUOTE]
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