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<blockquote data-quote="tetrasodium" data-source="post: 8833162" data-attributes="member: 93670"><p>Don't forget "talk to your players" and declarations of "GM: Player mismatch". Colville made a really good point in a recent <a href="https://youtu.be/BQpnjYS6mnk?t=203" target="_blank">video</a> that points a spotlight at the failure</p><p>[spoiler="quote from the video"]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. </p><p></p><p>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 <em>seem</em> like horror... But do the rules think they are the rules for a horror game? </p><p></p><p>Fifth edition has a lot of rules for fighting monsters. Is that what horror is about? Killing monsters with swords & spells? <a href="https://youtu.be/BQpnjYS6mnk?t=266" target="_blank"><strong>Another way of looking at this same question is</strong></a><strong> how much<u> work do <em>you</em> have to do vrs how much work are the <em>rules</em> doing?</u> I think in a well designed RPG the rules can do <em>most</em> of the work and if you find <em>you</em> need to do most of the work then there's a problem somewhere. </strong> How much work is fifth edition doing & what genre is it trying to evoke...."</p><p></p><p>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[/spoiler]</p><p>That bolded bit is a pretty serious question that the 5e designers needed to answer during design with something better than expecting the GM to carry the load for holes in the rules as something to brag about as a positive design choice.</p></blockquote><p></p>
[QUOTE="tetrasodium, post: 8833162, member: 93670"] Don't forget "talk to your players" and declarations of "GM: Player mismatch". Colville made a really good point in a recent [URL='https://youtu.be/BQpnjYS6mnk?t=203']video[/URL] that points a spotlight at the failure [spoiler="quote from the video"]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 [I]seem[/I] 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? [URL='https://youtu.be/BQpnjYS6mnk?t=266'][B]Another way of looking at this same question is[/B][/URL][B] how much[U] work do [I]you[/I] have to do vrs how much work are the [I]rules[/I] doing?[/U] I think in a well designed RPG the rules can do [I]most[/I] of the work and if you find [I]you[/I] need to do most of the work then there's a problem somewhere. [/B] 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[/spoiler] That bolded bit is a pretty serious question that the 5e designers needed to answer during design with something better than expecting the GM to carry the load for holes in the rules as something to brag about as a positive design choice. [/QUOTE]
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