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Acceptable Breaks from/Fiddling with Mechanics
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<blockquote data-quote="Mort" data-source="post: 5503592" data-attributes="member: 762"><p>This is certainly true. But, IMO the shared gaming experience works better when the DM is aware of what the players find cool and can structure the scenarios accordingly. </p><p></p><p>Deadlands for example can swing from a horror game to a heroic game solely based on the number of fate chips the GM hands out (it will drastically affect the above mentioned about to be hanged PC). The group and the GM need to be on the same page as to which style should be used (and what is found cool by whom for fate chip garnering) or someone is going to have a much less fun play experience.</p><p></p><p>To answer the OP: to me it's often a "know it when I see it" approach with the consession that it must be kept consistant between campaigns (I will be much less lenient in a grim and gritty campaign than I would be in a swashbuckling/high fantasy etc. campaign).</p></blockquote><p></p>
[QUOTE="Mort, post: 5503592, member: 762"] This is certainly true. But, IMO the shared gaming experience works better when the DM is aware of what the players find cool and can structure the scenarios accordingly. Deadlands for example can swing from a horror game to a heroic game solely based on the number of fate chips the GM hands out (it will drastically affect the above mentioned about to be hanged PC). The group and the GM need to be on the same page as to which style should be used (and what is found cool by whom for fate chip garnering) or someone is going to have a much less fun play experience. To answer the OP: to me it's often a "know it when I see it" approach with the consession that it must be kept consistant between campaigns (I will be much less lenient in a grim and gritty campaign than I would be in a swashbuckling/high fantasy etc. campaign). [/QUOTE]
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