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<blockquote data-quote="Ovinomancer" data-source="post: 8672247" data-attributes="member: 16814"><p>The GM has a job to do. It's not the same as being a player. As a player, you're supposed to go hard for your character -- you are supposed to be 100% in the tank for your person, unreservedly and unabashedly. That's a headspace that's different from the GM's, whose job it is to pour adversity on these characters and see what comes out. If you're trading the role of GM, there's a natural instinct to softball that adversity. That cuts against the intent of play.</p><p></p><p>Some games, like Ironsworn*, do have a GM-less version of play, but it also provides the Oracle mechanic to offset softballing and help generate problems. It's still a bit soft when used this way (my opinion) and open to manipulation, but if you have a great table that can keep it separate (and not get mad that Bob just hammered you (rightfully) even though you pitched him slow last go round) then you can make it work. But, even here, you're really just trading that different job around -- it's still a different job.</p><p></p><p>I think that you might be thinking that the point of this kind of play is just to generate a fun story, so that there's no need for real tension and you can just share the GM job around (because, maybe, you think it's mostly cat herding?). But that's not the point, and that's not how it's supposed to work, and the GM's job is pretty darned critical to play.</p><p></p><p>*I still highly recommend Ironsworn as an excellent on-ramp to grokking this kind of play. It does a great job with it's solo play to introduce and teach the differences in play. And the game it pretty easy to read and pick up, too. Plus, best of all, it's completely free at ironswornrpg.com.</p></blockquote><p></p>
[QUOTE="Ovinomancer, post: 8672247, member: 16814"] The GM has a job to do. It's not the same as being a player. As a player, you're supposed to go hard for your character -- you are supposed to be 100% in the tank for your person, unreservedly and unabashedly. That's a headspace that's different from the GM's, whose job it is to pour adversity on these characters and see what comes out. If you're trading the role of GM, there's a natural instinct to softball that adversity. That cuts against the intent of play. Some games, like Ironsworn*, do have a GM-less version of play, but it also provides the Oracle mechanic to offset softballing and help generate problems. It's still a bit soft when used this way (my opinion) and open to manipulation, but if you have a great table that can keep it separate (and not get mad that Bob just hammered you (rightfully) even though you pitched him slow last go round) then you can make it work. But, even here, you're really just trading that different job around -- it's still a different job. I think that you might be thinking that the point of this kind of play is just to generate a fun story, so that there's no need for real tension and you can just share the GM job around (because, maybe, you think it's mostly cat herding?). But that's not the point, and that's not how it's supposed to work, and the GM's job is pretty darned critical to play. *I still highly recommend Ironsworn as an excellent on-ramp to grokking this kind of play. It does a great job with it's solo play to introduce and teach the differences in play. And the game it pretty easy to read and pick up, too. Plus, best of all, it's completely free at ironswornrpg.com. [/QUOTE]
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