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Daggerheart "Description on Demand" a GM DON'T
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<blockquote data-quote="Kichwas" data-source="post: 9748571" data-attributes="member: 891"><p>I've been in the hobby since 1980 with a many year break from about 2005 until late 2022... Back in the day systems just weren't written for this kind of gameplay so I system shopped a lot, hit burnout often, and anything past the rules was often done on the fly. But it's also why I never thought to just ask my players to fill in things directly, and yet always tried to hint at it. The idea just didn't finish crossing the gap for me.</p><p></p><p>I spent the last few years struggling with Pathfinder 2E which frankly was a poor match to this part of my personality.</p><p></p><p>I do very much like a structured set of rules I can run 'rules as written', and a lot of lore. And PF2E provides those two things. It also has a lot of published adventures with some very interesting stories. And that's where the break kept happening. Because my improv instinct and my desire to have players fill things in went against that to such a degree that I was near burnout by the time Daggerheart came about because I'd completely missed that 'PbtA' even existed. I've still never seen an 'Actual' PBtA game unless 'Legend in the Mist' counts (but I was in another topic today, I think on reddit, where people were noting that 'Mist' is an evolution away from PBtA and more towards narrative, so I don't know...).</p><p></p><p>Back in the day, 20 years ago. I was running mostly Hero System, GURPS, and then Mutants and Masterminds and I kept 'chafing' against various things. I liked the system in Hero a lot, but as each edition came out it just got too bulky, and that bulk made me more and more aware of fundamentals that existed even in older editions that I no longer cared for. But I more or less ran my games 'full improv'.</p><p></p><p>I always felt GURPS wasn't generic enough because it had a strongly typed magic system and later a strongly typed super power system.</p><p></p><p>M&M worked for a while, until it didn't.</p><p></p><p>I've got two interests that are likely seen as conflicting by other people:</p><p></p><ul> <li data-xf-list-type="ul">I want tightly constructed rules where I know exactly what the RAW answer is to a question and don't want to have to let in any 'house rules'.</li> <li data-xf-list-type="ul">I want plots, lore, story, characters, and such to be 'in the moment fluid' with a lot of group involvement over the crafting of them. I don't just want "player agency", I want them doing a lot of running the show. To me it's a group thing. Not my story, but out story.</li> </ul><p></p><p>I met the first interest very well with Pathfinder 2E, but over time it came at the cost of the second as I kept making what for me was the mistake of using published material.</p><p></p><p>Right now I'm on break from GMing, and putting my GMing style back together. I know I'm moving on from Pathfinder. I'm landing on either or both of Daggerheart and Mist Engine (Legend in the Mist and Otherscape).</p></blockquote><p></p>
[QUOTE="Kichwas, post: 9748571, member: 891"] I've been in the hobby since 1980 with a many year break from about 2005 until late 2022... Back in the day systems just weren't written for this kind of gameplay so I system shopped a lot, hit burnout often, and anything past the rules was often done on the fly. But it's also why I never thought to just ask my players to fill in things directly, and yet always tried to hint at it. The idea just didn't finish crossing the gap for me. I spent the last few years struggling with Pathfinder 2E which frankly was a poor match to this part of my personality. I do very much like a structured set of rules I can run 'rules as written', and a lot of lore. And PF2E provides those two things. It also has a lot of published adventures with some very interesting stories. And that's where the break kept happening. Because my improv instinct and my desire to have players fill things in went against that to such a degree that I was near burnout by the time Daggerheart came about because I'd completely missed that 'PbtA' even existed. I've still never seen an 'Actual' PBtA game unless 'Legend in the Mist' counts (but I was in another topic today, I think on reddit, where people were noting that 'Mist' is an evolution away from PBtA and more towards narrative, so I don't know...). Back in the day, 20 years ago. I was running mostly Hero System, GURPS, and then Mutants and Masterminds and I kept 'chafing' against various things. I liked the system in Hero a lot, but as each edition came out it just got too bulky, and that bulk made me more and more aware of fundamentals that existed even in older editions that I no longer cared for. But I more or less ran my games 'full improv'. I always felt GURPS wasn't generic enough because it had a strongly typed magic system and later a strongly typed super power system. M&M worked for a while, until it didn't. I've got two interests that are likely seen as conflicting by other people: [LIST] [*]I want tightly constructed rules where I know exactly what the RAW answer is to a question and don't want to have to let in any 'house rules'. [*]I want plots, lore, story, characters, and such to be 'in the moment fluid' with a lot of group involvement over the crafting of them. I don't just want "player agency", I want them doing a lot of running the show. To me it's a group thing. Not my story, but out story. [/LIST] I met the first interest very well with Pathfinder 2E, but over time it came at the cost of the second as I kept making what for me was the mistake of using published material. Right now I'm on break from GMing, and putting my GMing style back together. I know I'm moving on from Pathfinder. I'm landing on either or both of Daggerheart and Mist Engine (Legend in the Mist and Otherscape). [/QUOTE]
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