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<blockquote data-quote="Ovinomancer" data-source="post: 7805901" data-attributes="member: 16814"><p>But, we don't have inverted combinations because there's a bit that you're letting do a lot of work buy not mentioning -- that everything you have above is playing 5e. So, yes, two tables of 5e can have entirely different playstyles <em>of playing 5e</em>. And that latter bit locks those entirely different styles into a rather narrow grouping of ways to play RPG in general. And that narrow grouping is one where the GM is the ultimate source of authority for fiction and entirely controls the backstory of the game. This fiction can be prepared or generated on the fly, but the controlling factor is that it will flow from the GM. Further, in 5e styles, the players have absolute authority only over their declared actions. It's considered bad form for a GM to overstep this and direct PC actions absent a game mechanic like charm or dominate.</p><p></p><p>This is what I said above -- there's a narrower carve-out of styles that fit "D&D 5e" than are available across all RPGs. You cannot, for instance, replicate the playstyle of an Apocalypse World game in 5e, even though the available playstyles in 5e is broader than that available in AW (which severely curtails the possible options for playstyle). You're committing the error of "I play 5e, and my game looks different from that game, so 5e must allow for many, many types of games." The error here is that your game is really only superficially different from other games in terms of style. Content, sure, but style? You're still directing the fiction from the DM's chair, the players still interact with the game by declaring actions, and the mechanical system focuses on resolving discrete action declarations. Also, prep is required, even if it's just pulling monsters from the MM. This is the same in your professed style above and in mine and in Oofta's. The differences are where we pull our content (which varies a good deal) and how we do the mini-game of resolutions.</p></blockquote><p></p>
[QUOTE="Ovinomancer, post: 7805901, member: 16814"] But, we don't have inverted combinations because there's a bit that you're letting do a lot of work buy not mentioning -- that everything you have above is playing 5e. So, yes, two tables of 5e can have entirely different playstyles [I]of playing 5e[/I]. And that latter bit locks those entirely different styles into a rather narrow grouping of ways to play RPG in general. And that narrow grouping is one where the GM is the ultimate source of authority for fiction and entirely controls the backstory of the game. This fiction can be prepared or generated on the fly, but the controlling factor is that it will flow from the GM. Further, in 5e styles, the players have absolute authority only over their declared actions. It's considered bad form for a GM to overstep this and direct PC actions absent a game mechanic like charm or dominate. This is what I said above -- there's a narrower carve-out of styles that fit "D&D 5e" than are available across all RPGs. You cannot, for instance, replicate the playstyle of an Apocalypse World game in 5e, even though the available playstyles in 5e is broader than that available in AW (which severely curtails the possible options for playstyle). You're committing the error of "I play 5e, and my game looks different from that game, so 5e must allow for many, many types of games." The error here is that your game is really only superficially different from other games in terms of style. Content, sure, but style? You're still directing the fiction from the DM's chair, the players still interact with the game by declaring actions, and the mechanical system focuses on resolving discrete action declarations. Also, prep is required, even if it's just pulling monsters from the MM. This is the same in your professed style above and in mine and in Oofta's. The differences are where we pull our content (which varies a good deal) and how we do the mini-game of resolutions. [/QUOTE]
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