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Beginning to Doubt That RPG Play Can Be Substantively "Character-Driven"
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<blockquote data-quote="hawkeyefan" data-source="post: 7915625" data-attributes="member: 6785785"><p>I get you....no worries, I'm not trying to argue either! </p><p></p><p>I think that you're right, that they felt that the DM would help abdicate anything not specifically addressed by the rules, and that the game mechanics gave them enough to do so. Just the nature of the role of the DM kind of expects that these things are his responsibility. And I think that largely would work for the kind of game they were playing.</p><p></p><p>I think in the earlier days of RPGs, there were more blindspots, for lack of a better term. The people making the game had a pretty specific way they played it, and so all the rules were designed to deliver that experience, or something close to it. It was pretty narrow, in that sense. Then it changed and morphed once it got out into the wild, and other people put their own spin on things. </p><p></p><p>In more modern game design, there are less blindspots. We're more aware of the broad selection of playstyles and modes of play and reasons to play....all of that. I feel now, when a game designer makes a decision to include mechanics for X but not for Y, it's a pretty clear indicator that the game is about X more than Y. And just like in the early days, people can take that X game and make it more Y, and it can all work out great. </p><p></p><p>But for those seeking Y, there may be other games more suited.</p></blockquote><p></p>
[QUOTE="hawkeyefan, post: 7915625, member: 6785785"] I get you....no worries, I'm not trying to argue either! I think that you're right, that they felt that the DM would help abdicate anything not specifically addressed by the rules, and that the game mechanics gave them enough to do so. Just the nature of the role of the DM kind of expects that these things are his responsibility. And I think that largely would work for the kind of game they were playing. I think in the earlier days of RPGs, there were more blindspots, for lack of a better term. The people making the game had a pretty specific way they played it, and so all the rules were designed to deliver that experience, or something close to it. It was pretty narrow, in that sense. Then it changed and morphed once it got out into the wild, and other people put their own spin on things. In more modern game design, there are less blindspots. We're more aware of the broad selection of playstyles and modes of play and reasons to play....all of that. I feel now, when a game designer makes a decision to include mechanics for X but not for Y, it's a pretty clear indicator that the game is about X more than Y. And just like in the early days, people can take that X game and make it more Y, and it can all work out great. But for those seeking Y, there may be other games more suited. [/QUOTE]
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Beginning to Doubt That RPG Play Can Be Substantively "Character-Driven"
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