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General Tabletop Discussion
*TTRPGs General
Approaches to prep in RPGing - GMs, players, and what play is *about*
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<blockquote data-quote="hawkeyefan" data-source="post: 8975487" data-attributes="member: 6785785"><p>This is a really weird way to view it. Does that really sound like what anyone is describing? </p><p></p><p></p><p></p><p>The GM gets to be surprised by what happens. The GM gets to be creative in response to the players during play. If you ask any of the folks who GM these sorts of games, I'm sure they'll tell you how much fun it is. </p><p></p><p></p><p></p><p>Why is that a problem? The rules saying when the GM is allowed to do something doesn't seem problematic to me at all. </p><p></p><p>I mean, you've described players being able to "do anything" as equivalent to them not having any challenge, right? So what makes play challenging... what makes it require skill... is limits on what they can do. Correct?</p><p></p><p>Then wouldn't the same be true of GMing? That not having total free rein to just do anything would require more skill? </p><p></p><p></p><p></p><p>You've said in the past that you take total control of your games and happily railroad the players into your plot, because the players are too indifferent to actually put forth any effort towards play. So you'll excuse me if I don't take your notion of D&D granting free choice too seriously. </p><p></p><p></p><p></p><p>So the idea that the game works well and is engaging for all participants and is described in positive ways is hard to understand? </p><p></p><p></p><p></p><p>Nope, these are RPGs. I wouldn't say the GM makes up random stuff. The players make their characters... including more than their stats. They have goals and beliefs and connections. Then the GM uses all that material to create the situations for play. </p><p></p><p></p><p></p><p>Hexcrawls require no prep? Interesting. </p><p></p><p></p><p></p><p>I think maybe you're too locked in to this "GM vs. player" mentality. It's not antagonistic. It's collaborative, but there is an element of challenge to it, without the need to be antagonistic.</p></blockquote><p></p>
[QUOTE="hawkeyefan, post: 8975487, member: 6785785"] This is a really weird way to view it. Does that really sound like what anyone is describing? The GM gets to be surprised by what happens. The GM gets to be creative in response to the players during play. If you ask any of the folks who GM these sorts of games, I'm sure they'll tell you how much fun it is. Why is that a problem? The rules saying when the GM is allowed to do something doesn't seem problematic to me at all. I mean, you've described players being able to "do anything" as equivalent to them not having any challenge, right? So what makes play challenging... what makes it require skill... is limits on what they can do. Correct? Then wouldn't the same be true of GMing? That not having total free rein to just do anything would require more skill? You've said in the past that you take total control of your games and happily railroad the players into your plot, because the players are too indifferent to actually put forth any effort towards play. So you'll excuse me if I don't take your notion of D&D granting free choice too seriously. So the idea that the game works well and is engaging for all participants and is described in positive ways is hard to understand? Nope, these are RPGs. I wouldn't say the GM makes up random stuff. The players make their characters... including more than their stats. They have goals and beliefs and connections. Then the GM uses all that material to create the situations for play. Hexcrawls require no prep? Interesting. I think maybe you're too locked in to this "GM vs. player" mentality. It's not antagonistic. It's collaborative, but there is an element of challenge to it, without the need to be antagonistic. [/QUOTE]
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