Don't forget "talk to your players" and declarations of "GM: Player mismatch". Colville made a really good point in a recent video that points a spotlight at the failureIt covers the holes in the system. If it worked out of the box, it would provide a decent challenge. Since it does not, we get to hear about infinite dragons constantly.
A style of play is more than just a cometic coat of paint you put over something. It's about the design of the game... The actual rules.
Better example for d&d players. Lets say you're running an adventure set in a haunted house with ghosts & whatnot. So it has all the trappings of a horror game, it seems like horror. Sure. Absolutely. The DM can absolutely create a mood... a tone.. and evoke a genre without any rules. You can do this just telling a story around a campfire. You can create that tone in any RPG, any ruleset just by the choices you make when you made the adventure & things like your tone of voice the language you use. All of that can make your adventure seem like horror... But do the rules think they are the rules for a horror game?
Fifth edition has a lot of rules for fighting monsters. Is that what horror is about? Killing monsters with swords & spells? Another way of looking at this same question is how much work do you have to do vrs how much work are the rules doing? I think in a well designed RPG the rules can do most of the work and if you find you need to do most of the work then there's a problem somewhere. How much work is fifth edition doing & what genre is it trying to evoke...."
Then he goes on to talk about how lord of the rings is the best example of heroc fantasy & how much time those characters spend fighting monsters or argue about taking a short rest vrs a long rest & so on before getting into the CoC comparison
Better example for d&d players. Lets say you're running an adventure set in a haunted house with ghosts & whatnot. So it has all the trappings of a horror game, it seems like horror. Sure. Absolutely. The DM can absolutely create a mood... a tone.. and evoke a genre without any rules. You can do this just telling a story around a campfire. You can create that tone in any RPG, any ruleset just by the choices you make when you made the adventure & things like your tone of voice the language you use. All of that can make your adventure seem like horror... But do the rules think they are the rules for a horror game?
Fifth edition has a lot of rules for fighting monsters. Is that what horror is about? Killing monsters with swords & spells? Another way of looking at this same question is how much work do you have to do vrs how much work are the rules doing? I think in a well designed RPG the rules can do most of the work and if you find you need to do most of the work then there's a problem somewhere. How much work is fifth edition doing & what genre is it trying to evoke...."
Then he goes on to talk about how lord of the rings is the best example of heroc fantasy & how much time those characters spend fighting monsters or argue about taking a short rest vrs a long rest & so on before getting into the CoC comparison