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Compelling and Differentiated Gameplay For Spellcasters and Martial Classes
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<blockquote data-quote="Manbearcat" data-source="post: 7825080" data-attributes="member: 6696971"><p>I think you have to understand here that there are approaches to GMing that not only don't subscribe to the idea that "tailoring play" and "rationing spotlight" are virtues...but that they're basically at cross-purposes with what a GM/table is trying to achieve and expecting from their players. A GM possessing such a profound role on the trajectory of play through the continuous proactive nature of tailoring moments of play and rationing spotlight are anathema.</p><p></p><p>Challenge-based play paradigms require GMs to create an array of obstacles (a dungeon or a hex or a series of hexes) and referee reactively from an entirely neutral position.</p><p></p><p>Dramatic-conflict-based play paradigms require hugely proactive players with GMs who push/pull/prod specifically at character premise/dramatic need (typically putting the PC in a difficult spot to test their mettle and find out what happens...which is the inverse of tailoring a situation to their strength). The GM is initially proactive but then entirely reactive as play snowballs.</p><p></p><p>So there needs to be solutions that work for the needs of those latter two forms of play (which is what [USER=16586]@Campbell[/USER] is looking for). "Just tailor play" and "actively ration spotlight" aren't solutions...they're abandonment of play paradigm.</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 7825080, member: 6696971"] I think you have to understand here that there are approaches to GMing that not only don't subscribe to the idea that "tailoring play" and "rationing spotlight" are virtues...but that they're basically at cross-purposes with what a GM/table is trying to achieve and expecting from their players. A GM possessing such a profound role on the trajectory of play through the continuous proactive nature of tailoring moments of play and rationing spotlight are anathema. Challenge-based play paradigms require GMs to create an array of obstacles (a dungeon or a hex or a series of hexes) and referee reactively from an entirely neutral position. Dramatic-conflict-based play paradigms require hugely proactive players with GMs who push/pull/prod specifically at character premise/dramatic need (typically putting the PC in a difficult spot to test their mettle and find out what happens...which is the inverse of tailoring a situation to their strength). The GM is initially proactive but then entirely reactive as play snowballs. So there needs to be solutions that work for the needs of those latter two forms of play (which is what [USER=16586]@Campbell[/USER] is looking for). "Just tailor play" and "actively ration spotlight" aren't solutions...they're abandonment of play paradigm. [/QUOTE]
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Compelling and Differentiated Gameplay For Spellcasters and Martial Classes
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