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<blockquote data-quote="Greg K" data-source="post: 6007435" data-attributes="member: 5038"><p>Yes, i do understand the purpose. However, I also have seen people and some designers state that they prefer certain story games, because they don't like giving power to the a central authority and rail against the standard GM/Player paradigm. Not everyone, but there are many that share that attitude. The last one that I read a few weeks back (I believe it was at RPG.net) stated that his group has several GMs and he mentioned liking certain story games, because he does not like waiting around for his turn to GM- it was a control issue thing in his own words.</p><p></p><p>and, then, as mentioned there is the Burning World rule that allows players to override the GM.</p><p></p><p>And, while, I tend not to like most story games that I have seen, there are some that I do like, Lady Blackbird being the main one. I also like a game called Rogue Swords of the Empire (a.k.a, Barony, a.k.a Conrad's fantasy)) a precursor to the current story based games. There are some Apocalypse World hacks that I am interested trying (specifically, Monsterhearts and Monster of the Week). I also admire the design or Leverage and Marvel from Cortex +, but they work too much at the metagame level for me (edit: though I am starting to come around).</p><p></p><p></p><p>See my comment above the player that does like giving up GM authority. </p><p></p><p></p><p></p><p>True, but I also see some narrativist games replacing certain traditional mechanics (e.g, traditional attributes) with alternatives claiming it focuses players on themes/motivations. Personally, I don't see it doing anything that I haven't seen and done with certain games with traditional mechanics. It just appears awkard and/or gimmicky and distracting.</p></blockquote><p></p>
[QUOTE="Greg K, post: 6007435, member: 5038"] Yes, i do understand the purpose. However, I also have seen people and some designers state that they prefer certain story games, because they don't like giving power to the a central authority and rail against the standard GM/Player paradigm. Not everyone, but there are many that share that attitude. The last one that I read a few weeks back (I believe it was at RPG.net) stated that his group has several GMs and he mentioned liking certain story games, because he does not like waiting around for his turn to GM- it was a control issue thing in his own words. and, then, as mentioned there is the Burning World rule that allows players to override the GM. And, while, I tend not to like most story games that I have seen, there are some that I do like, Lady Blackbird being the main one. I also like a game called Rogue Swords of the Empire (a.k.a, Barony, a.k.a Conrad's fantasy)) a precursor to the current story based games. There are some Apocalypse World hacks that I am interested trying (specifically, Monsterhearts and Monster of the Week). I also admire the design or Leverage and Marvel from Cortex +, but they work too much at the metagame level for me (edit: though I am starting to come around). See my comment above the player that does like giving up GM authority. True, but I also see some narrativist games replacing certain traditional mechanics (e.g, traditional attributes) with alternatives claiming it focuses players on themes/motivations. Personally, I don't see it doing anything that I haven't seen and done with certain games with traditional mechanics. It just appears awkard and/or gimmicky and distracting. [/QUOTE]
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