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General Tabletop Discussion
*TTRPGs General
Different philosophies concerning Rules Heavy and Rule Light RPGs.
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<blockquote data-quote="Ruin Explorer" data-source="post: 9597106" data-attributes="member: 18"><p>I feel like you're being unkind for effect here, and there's an element of "competitive GMing" in the fairly strongly implied "Well you must be a bad GM with a bad story if the same thing happens twice!".</p><p></p><p>I do get where you're coming from, and I suspect I am more interested in games that work in a way that drives drama rather than being reliable, but what [USER=177]@Umbran[/USER] is asking for is not fundamentally unreasonable, nor is it actually indicative of bad GMIng or a bad story or whatever, and I don't think it actually helps your argument to take that particular tack (I mean I can talk but...).</p><p></p><p>The reality is, in certain games, something fairly similar does happen every few sessions - might be as simple running back the way you came. The GM is hardly in full control of the story - the PCs are a huge influence. So it can be helpful, in certain kinds of game, particularly ones leaning into a more simulationist or gamist mode, rather than a more narrativist one, to have some kind of consistency here.</p><p></p><p>The rising action etc. is not something that automatically applies, nor even, in my experience actually reliably makes TTRPGs better. It's something more applicable to videogames, frankly, where the designer is in much more control.</p></blockquote><p></p>
[QUOTE="Ruin Explorer, post: 9597106, member: 18"] I feel like you're being unkind for effect here, and there's an element of "competitive GMing" in the fairly strongly implied "Well you must be a bad GM with a bad story if the same thing happens twice!". I do get where you're coming from, and I suspect I am more interested in games that work in a way that drives drama rather than being reliable, but what [USER=177]@Umbran[/USER] is asking for is not fundamentally unreasonable, nor is it actually indicative of bad GMIng or a bad story or whatever, and I don't think it actually helps your argument to take that particular tack (I mean I can talk but...). The reality is, in certain games, something fairly similar does happen every few sessions - might be as simple running back the way you came. The GM is hardly in full control of the story - the PCs are a huge influence. So it can be helpful, in certain kinds of game, particularly ones leaning into a more simulationist or gamist mode, rather than a more narrativist one, to have some kind of consistency here. The rising action etc. is not something that automatically applies, nor even, in my experience actually reliably makes TTRPGs better. It's something more applicable to videogames, frankly, where the designer is in much more control. [/QUOTE]
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