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<blockquote data-quote="zakael19" data-source="post: 9894255" data-attributes="member: 7044099"><p>Ok, no, I dont think you and him get to do this. The entire line of discussion started from [USER=7043270]@Tigris[/USER] asserting that basically all table would be better off running pre-written adventures then what DH <em>tells tables to actually collaborate together to do in the text.</em></p><p></p><p>Neonchameleon and I pushed back by saying that (as both players and GMs I'm assuming here since at least from my seat I've been on both sides, and playing with and talking to a large number of folks both within our play groups and across this site and the internet), that's a deep overgeneralization at best, as we've had the best experiences as tables with games that have a significant degree of open ended play.</p><p></p><p>He then starting doing all sorts of arguing that "oh we're just GMs and players never tell the truth" and other nonsense to <em>argue against that point</em>. That we can have an incredibly fulfilling experience as a table by "playing to find out" a loose structure with the sort of prep that DH's text tells you to do and the principles it asks the players and GM alike to bring.</p><p></p><p>So no, I reject your assertion that somehow we're just making this stuff up because "we're GMs and players lie" instead of arguing the side that follows the principles DH espouses to an delightful game - and there's tons of posts across the internet (and again, my apparently invalid personal experience including multiple players who have been inspired to go run DH themselves) saying the same thing, that <em>not </em>doing pre-written adventures works great for most people playing this game.</p><p></p><p>For some? Sure - a pre-written adventure may work better. Some people genuinely cannot improv <em>at all</em>. My wife is one of those, she listens to me play games, tried a bit, and simply cannot be a player much less a GM. Hopefully stuff like Drakkenheim which provides structure as written but still is going to leave plenty of space to find out what happens without expecting explicit plot beats to be hit comes out to serve that need.</p><p></p><p>Many of the rest of us will keep working with our tables to build worlds together along themes and tales we want to tell and have a great time.</p></blockquote><p></p>
[QUOTE="zakael19, post: 9894255, member: 7044099"] Ok, no, I dont think you and him get to do this. The entire line of discussion started from [USER=7043270]@Tigris[/USER] asserting that basically all table would be better off running pre-written adventures then what DH [I]tells tables to actually collaborate together to do in the text.[/I] Neonchameleon and I pushed back by saying that (as both players and GMs I'm assuming here since at least from my seat I've been on both sides, and playing with and talking to a large number of folks both within our play groups and across this site and the internet), that's a deep overgeneralization at best, as we've had the best experiences as tables with games that have a significant degree of open ended play. He then starting doing all sorts of arguing that "oh we're just GMs and players never tell the truth" and other nonsense to [I]argue against that point[/I]. That we can have an incredibly fulfilling experience as a table by "playing to find out" a loose structure with the sort of prep that DH's text tells you to do and the principles it asks the players and GM alike to bring. So no, I reject your assertion that somehow we're just making this stuff up because "we're GMs and players lie" instead of arguing the side that follows the principles DH espouses to an delightful game - and there's tons of posts across the internet (and again, my apparently invalid personal experience including multiple players who have been inspired to go run DH themselves) saying the same thing, that [I]not [/I]doing pre-written adventures works great for most people playing this game. For some? Sure - a pre-written adventure may work better. Some people genuinely cannot improv [I]at all[/I]. My wife is one of those, she listens to me play games, tried a bit, and simply cannot be a player much less a GM. Hopefully stuff like Drakkenheim which provides structure as written but still is going to leave plenty of space to find out what happens without expecting explicit plot beats to be hit comes out to serve that need. Many of the rest of us will keep working with our tables to build worlds together along themes and tales we want to tell and have a great time. [/QUOTE]
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