D&D General Critical Role Ending


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In my experience, games with narrative rules make it harder to engage in that sort of improvisational storytelling simply because there are rules to consider. In D&D the players and the DM are free to do whatever suits their table in regards to such things because there is no metacurrency to count or rules restrictions to avoid.
This runs contrary with my own experiences running a wide variety of non-D&D games. In my experience, the things that you vaguely allude to here have never been an impediment to my players' sense of improvisational play. If anything, I have encountered more impediments to improvisational play in D&D than I have in other games that I have run but if you are used to those restrictions in D&D and not in other games, I could see why you would think that. I believe that "culture shock" can apply to games just as it can to real life cultures.
 

This runs contrary with my own experiences running a wide variety of non-D&D games. In my experience, the things that you vaguely allude to here have never been an impediment to my players' sense of improvisational play. If anything, I have encountered more impediments to improvisational play in D&D than I have in other games that I have run but if you are used to those restrictions in D&D and not in other games, I could see why you would think that. I believe that "culture shock" can apply to games just as it can to real life cultures.
What impediments does D&D have to improvisational play? I've never noticed any in 35 years.

As to narrative rules getting in the way: nothing brings a narrative to a screeching halt quite like Aspects. I love Fate but it is a very difficult game to teach. And I think PbtA "GM moves" are the opposite of improvisational tools.
 

I think if you lack experience with other games it's best not to speak with authority about the sort of play they engender. It's certainly best not to throw all games that structured differently than D&D into some nebulous narrative game bucket and speak with authority on all of them.
I wonder why it is that some people, when presented with a perspective counter to their own, immediately conclude those other people must not know what they are talking about, rather than considering they might have had different experiences.
 

What impediments does D&D have to improvisational play? I've never noticed any in 35 years.
So if I say that I haven't noticed Fate Aspects and GM moves as impediments to improvisational play, do I get to dismiss your below experience or are you the sole arbiter of such declarations?

As to narrative rules getting in the way: nothing brings a narrative to a screeching halt quite like Aspects. I love Fate but it is a very difficult game to teach. And I think PbtA "GM moves" are the opposite of improvisational tools.
IMO, nothing brings a discussion to a screeching halt like a person who takes their personal gaming experiences and preferences as universal truths that must apply to all games and gamers.

I wonder why it is that some people, when presented with a perspective counter to their own, immediately conclude those other people must not know what they are talking about, rather than considering they might have had different experiences.
I don't know. Why don't you consider your own advice?
 

So if I say that I haven't noticed Fate Aspects and GM moves as impediments to improvisational play, do I get to dismiss your below experience or are you the sole arbiter of such declarations?


IMO, nothing brings a discussion to a screeching halt like a person who takes their personal gaming experiences and preferences as universal truths that must apply to all games and gamers.


I don't know. Why don't you consider your own advice?
Usually, "in my opinion" is understood in these kinds of discussions. But, really, I'm not interested in arguing semantics or intent with you, so please enjoy your day.
 

Usually, "in my opinion" is understood in these kinds of discussions. But, really, I'm not interested in arguing semantics or intent with you, so please enjoy your day.
Based upon past comments the mods have made about this matter, I'm skeptical of this assertion.
 



What impediments does D&D have to improvisational play? I've never noticed any in 35 years.

As to narrative rules getting in the way: nothing brings a narrative to a screeching halt quite like Aspects. I love Fate but it is a very difficult game to teach. And I think PbtA "GM moves" are the opposite of improvisational tools.
Exactly. I really enjoy pbta games, but the heavily prescribed mechanization of every aspect of play, while usually quite simple, makes it harder to improvise. Just like how in D&D, many players find it easier/more natural to improvise in combat when player something like a champion fighter or one of the simple rogues, than when playing a character where each action is a very specific (prescribed) special action.
I wonder why it is that some people, when presented with a perspective counter to their own, immediately conclude those other people must not know what they are talking about, rather than considering they might have had different experiences.
Definitely not possible that you also have plenty of experience with the system in question. Nah, gotta be “culture shock”. 🙄

But how dare you suggest they not talk down to people whose preference differs from theirs! 😂
 

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