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Arguments and assumptions against multi classing
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<blockquote data-quote="5ekyu" data-source="post: 7486815" data-attributes="member: 6919838"><p>In *our games* (as in games i play in) there is a step after the step you describe where players choose whether or not they want to play in that game.</p><p></p><p>So amazingly we end up with only getting to have actual games where there is enough agreement between both Gm and play that its the game they want to play.</p><p></p><p>So, guess its more like both sides have their own big swingings and only when they all put theirs away and reach a mutual agreement do we see play - do we actually have an "our game".</p><p></p><p>guess we are odd that way.</p><p></p><p>But gotta say - a Gm whose best answer about "why do things work this way in this world" is "because" would not inspire a lot of confidence for my players in terms of there being a world that "makes sense" **enough for my players** who usually like more in-game elements flow from in-game elements kind of feel to them. They are more inclined to like "lore" than "divine whimsy" for instance.</p><p></p><p>But thats them. it matches my style as well so... it all works out.</p><p></p><p>But many games have worked with "because" as core foundations too, i am sure.</p></blockquote><p></p>
[QUOTE="5ekyu, post: 7486815, member: 6919838"] In *our games* (as in games i play in) there is a step after the step you describe where players choose whether or not they want to play in that game. So amazingly we end up with only getting to have actual games where there is enough agreement between both Gm and play that its the game they want to play. So, guess its more like both sides have their own big swingings and only when they all put theirs away and reach a mutual agreement do we see play - do we actually have an "our game". guess we are odd that way. But gotta say - a Gm whose best answer about "why do things work this way in this world" is "because" would not inspire a lot of confidence for my players in terms of there being a world that "makes sense" **enough for my players** who usually like more in-game elements flow from in-game elements kind of feel to them. They are more inclined to like "lore" than "divine whimsy" for instance. But thats them. it matches my style as well so... it all works out. But many games have worked with "because" as core foundations too, i am sure. [/QUOTE]
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