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A Rant: DMing is not hard.
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<blockquote data-quote="AlViking" data-source="post: 9817067" data-attributes="member: 6906980"><p>So how does that work? </p><p></p><p></p><p></p><p>I've seen that suggested for D&D over the years. It's not something I incorporated, if someone wants to add to their backstory or if it matters for the ongoing campaign we do that fill-in-the-blank offline because there are some people who would have a deer in the headlights reaction to having to some up with something on the spot.</p><p></p><p></p><p></p><p>Not sure how that makes much of a difference or how it would work. I have seen issues with someone with a noble background who just wanted to run to daddy and use their political influence to solve an issue but that doesn't sound like what it is. Depending on the campaign and players, we do talk quite a bit about background and the mechanical benefits are only a small part of it. </p><p></p><p></p><p></p><p>Again, how does that actually work? Complex skill challenges that can take a variable amount of time and/or have timed events isn't new.</p><p></p><p></p><p></p><p>I'm not saying any of these ideas are better or worse, they're just different and focus the game on different things. That's why it's hard to discuss. Is it better if I have detailed exploration rules? Because right now I simply hand-wave a lot of exploration with narration to give flavor and focus on dangerous or interesting incidents. Would my game be better if I had a transparent political influence mini-game? I don't think so, because I'd rather just use my judgement and I don't want mechanical resolution most of the time but it might work better for someone else.</p><p></p><p>We all pick up bits and pieces of how to handle things over the years. Some from other GMs, some from non-game fiction, some from blogs or videos, for you from other games. There are more resources of new ideas and approaches out there than anyone could ever ingest. For that matter I just used Copilot what other games would do for a skill-challenge scenario I recently ran. It gave me answers for narrative-focused games, mechanics-heavy games, storytelling & drama systems, rules-light/indie games. It then gave me a quick summary and comparison and asked if I wanted more details. I know AI is new but it's just one more venue, one more way to think outside the box. I simply don't think there is one true way.</p></blockquote><p></p>
[QUOTE="AlViking, post: 9817067, member: 6906980"] So how does that work? I've seen that suggested for D&D over the years. It's not something I incorporated, if someone wants to add to their backstory or if it matters for the ongoing campaign we do that fill-in-the-blank offline because there are some people who would have a deer in the headlights reaction to having to some up with something on the spot. Not sure how that makes much of a difference or how it would work. I have seen issues with someone with a noble background who just wanted to run to daddy and use their political influence to solve an issue but that doesn't sound like what it is. Depending on the campaign and players, we do talk quite a bit about background and the mechanical benefits are only a small part of it. Again, how does that actually work? Complex skill challenges that can take a variable amount of time and/or have timed events isn't new. I'm not saying any of these ideas are better or worse, they're just different and focus the game on different things. That's why it's hard to discuss. Is it better if I have detailed exploration rules? Because right now I simply hand-wave a lot of exploration with narration to give flavor and focus on dangerous or interesting incidents. Would my game be better if I had a transparent political influence mini-game? I don't think so, because I'd rather just use my judgement and I don't want mechanical resolution most of the time but it might work better for someone else. We all pick up bits and pieces of how to handle things over the years. Some from other GMs, some from non-game fiction, some from blogs or videos, for you from other games. There are more resources of new ideas and approaches out there than anyone could ever ingest. For that matter I just used Copilot what other games would do for a skill-challenge scenario I recently ran. It gave me answers for narrative-focused games, mechanics-heavy games, storytelling & drama systems, rules-light/indie games. It then gave me a quick summary and comparison and asked if I wanted more details. I know AI is new but it's just one more venue, one more way to think outside the box. I simply don't think there is one true way. [/QUOTE]
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