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General Tabletop Discussion
*Pathfinder & Starfinder
DMing philosophy, from Lewis Pulsipher
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<blockquote data-quote="Emerikol" data-source="post: 6315781" data-attributes="member: 6698278"><p>This is a good presentation of the modernist position on old school gaming. If my games were like yours perhaps I'd be wanting out myself. </p><p></p><p>Here though is why you are wrong in general about the playstyle</p><p>1. The DM is not supposed to be adversarial. He is supposed to play the bad guys fairly which can be confusing for some including DMs.</p><p></p><p>2. Gotchas are great if they are indicative of a lack of preparation or planning by the party. They are in fact a test of said things. We avoided any slowdown of our games though because we had standard marching orders and various predefined protocols that the group just announced. We had cautious advance, standard advance, and speedy advance. We chose based upon the situation. Personally I feel that this style of play feels real to me because no way am I going through an adventure full of traps and not checking for them. Perhaps some people failed to figure out this time saving approach.</p><p></p><p>3. The use of old school player challenging approaches has nothing to do with emotional connection. You can be emotionally connected and really into the story either way or you can not be. That would also depend on how well the DM brings it all together.</p><p></p><p>4. For me and my group, meta-gaming though is a sure fire way to lose any emotional connection or any suspension of disbelief. In my view contriving a situation is not fun or suspenseful. The players knowing everything makes the whole point in many cases moot. </p><p></p><p>For me D&D is about adventures into the unknown, the exploring of mysterious and exciting locations. In time you take all that treasure you've earned and you begin to affect the world around you on a larger scale.</p></blockquote><p></p>
[QUOTE="Emerikol, post: 6315781, member: 6698278"] This is a good presentation of the modernist position on old school gaming. If my games were like yours perhaps I'd be wanting out myself. Here though is why you are wrong in general about the playstyle 1. The DM is not supposed to be adversarial. He is supposed to play the bad guys fairly which can be confusing for some including DMs. 2. Gotchas are great if they are indicative of a lack of preparation or planning by the party. They are in fact a test of said things. We avoided any slowdown of our games though because we had standard marching orders and various predefined protocols that the group just announced. We had cautious advance, standard advance, and speedy advance. We chose based upon the situation. Personally I feel that this style of play feels real to me because no way am I going through an adventure full of traps and not checking for them. Perhaps some people failed to figure out this time saving approach. 3. The use of old school player challenging approaches has nothing to do with emotional connection. You can be emotionally connected and really into the story either way or you can not be. That would also depend on how well the DM brings it all together. 4. For me and my group, meta-gaming though is a sure fire way to lose any emotional connection or any suspension of disbelief. In my view contriving a situation is not fun or suspenseful. The players knowing everything makes the whole point in many cases moot. For me D&D is about adventures into the unknown, the exploring of mysterious and exciting locations. In time you take all that treasure you've earned and you begin to affect the world around you on a larger scale. [/QUOTE]
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