Celebrim
Legend
This is basic GM stuff. We mess with difficulty all the time for reasons of story and drama.
You do.
This is basic GM stuff. We mess with difficulty all the time for reasons of story and drama.
Examples of this sort exist for all games. People will not always immediately grasp how a game is meant to be played. They may struggle to get to a point where that’s clear. They may never reach that point.
I don’t think a video showing a first time player trying to play a game in a way that conflicts with the game’s intended approach really supports your argument much.
I’m not entirely sure what you’re trying to say here… but if I follow it correctly, what’s to stop players (not characters) from recognizing that big moments and spotlight (assuming these are the kind of universal goals you claim) come from playing your character faithfully and without a mind to unearned advantages or even success?
Why can’t a first time player of FATE sit down with veteran players and pick up on good practices that make a FATE game functional and enjoyable?
This is an astonishingly bad take.
To call a GM making a move in Apocalypse World "fudging" is quite bizarre.I read @Celebrim's statement on "fudging" with respect to PbtA-style games as referring to when a player character makes a Move and the result of the die roll requires the GM/facilitator to make some kind of Move in response, where what that looks like within the fiction are largely within the GM/facilitator's purview, subject to constraints imposed by the rules of the game on the GM/facilitator. I hope Celebrim can clarify if I've misunderstood.
That does seem to me to be a rather idiosyncratic definition of "fudging", which usually involves ignoring the outcome of a die roll.
Are you talking about the Tabletop Fate Core video that's an hour long? Maybe you have some timestamps on what you see as Wheaton's frustration, because I've been watching this for awhile and I'm not seeing whatever it is that you're seeing.I don't think you watched the video. The first time or at least novice player is Wil Wheaton and he spends most of the session frustrated by his lack of spotlight and struggling and failing to hide in his facial features his confusion and frustration. The Trad experience he's having is akin to a player in 3.5e D&D who decided to make a conventional fighter, only to watch combat be dominated by highly optimized CoDzilla's and arcane shapechangers.
I don't, at least not deliberately. I always try to adjudicate difficulty based on setting logic and precedent. Story and drama are not my main consideration.Why are you repetitively jumping chasms of the same width? What kind of story is this?
I'm not trying to be obtuse here. This gets to the root of game and story.
If my PC tries to jump an X difficulty chasm today, that's one thing. But if they encounter a similar chasm in the story, then that story is not much cop if the challenge remains the same. In a good story, I would expect to make that second attempt whilst burdened, or hindered, or otherwise penalised. I'm contrasting my first jump, which was hard, with a second attempt, which is dramatically more difficult - a product of rising action and increased tension.
This is basic GM stuff. We mess with difficulty all the time for reasons of story and drama.
I do think a heavy combat system is going to set expectations of a routine experience. Some folks are after that and lean heavy into the game aspect of an RPG. I don’t think it limits the overall narrative in the end.
It comes down to knowing how to make a system work for you. If you prefer a flexible, yet vague guideline, that’s a fine preference.
Why are you repetitively jumping chasms of the same width? What kind of story is this?
I'm not trying to be obtuse here. This gets to the root of game and story.
This is basic GM stuff. We mess with difficulty all the time for reasons of story and drama.
Why are you repetitively jumping chasms of the same width? What kind of story is this?
I'm not trying to be obtuse here. This gets to the root of game and story.
OK, I know I'm late to the discussion, but wouldn't a regular group who's gamed together for a while just know what everyone thinks is cool?Sure. But "cool" is a very subjective thing and what someone will consider cool varies from person to person. So "the rule of cool" very quickly makes the process of play about what discovering a) what the GM thinks is cool and catering to the GM's preference or b) doing the same thing with the dominate personality at the table if that dominate personality isn't the GM (Bob decides what is cool and everyone follows his lead).
...won't be a problem.And yes, this becomes the dominate play mode at some tables, where you just cater to what the GM thinks is cool, flatter the GM, and generally predict the GMs whims as a methodology for gaining success and spotlight because you as the player aren't given any currency in any form that lets you specify concretely how you can change the fiction.
Exactly. Gaming is social and it's definitely not the game's fault if there is a dysfunctional group. Any game can fall victim to that!OK, I know I'm late to the discussion, but wouldn't a regular group who's gamed together for a while just know what everyone thinks is cool?
It seems like the only way this would be a problem is if "Bob" here is a jerk who doesn't care about the others' feelings--and with that, the problem is with Bob, not the gaming system.
I mean, if everyone is respectful of each other and wants to make sure the game is good then this...
...won't be a problem.
And if it is a problem, then talking to Bob about his overwhelming personality is the next step. And if Bob doesn't change and it's unfun for people, ask Bob to leave. If this means that someone has to learn how to be a GM, then so be it.