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<blockquote data-quote="Emerikol" data-source="post: 6310334" data-attributes="member: 6698278"><p>I don't want to get into a GNS debate since everyone has different ideas of what that really means.</p><p></p><p>Permerton and Neon, the examples you give reveal to me that you hold to stereotypes about my play that are not true. We love being our characters. We have backstories. There is a lot of depth and fiction to our work. </p><p></p><p>Perhaps it is the way the story is created that matters. In my style the group spends all their energy and effort trying to overcome the challenges in their path so that they can achieve their goal whatever that goal is. From a player thinking perspective, success is achieving the goal efficiently. If the DM does his job as DM though a great story will come out of that quest. The DM will build a world that makes it hard to succeed. It all comes down to how the players approach the game. The player viewpoint if you will. </p><p></p><p>One big mistake people make is they read old stories and they interpret them in the light of our modern environment. Gygax would never have allowed PCs to create content on the fly while adventuring. Sure anyone can propose and likely get accepted a background prior to the game starting especially if the players are already familiar with the world. No one objects to that. I don't think those players would as a rule choose to put the story above the groups survival either.</p><p></p><p>It is different. I'm not going to say the Forge invented the new way. I never said that. I think the new way arose in home games likely not super long after D&D was invented by people who had a bent to go that way. In time, those who where successful at running those kinds of games introduced the idea. I do not know exactly when but I doubt it was as late as the nineties.</p><p></p><p>I played D&D all through the 80's and read many dragon magazines and I can assure you that style of play was not on most people's minds. And that is too bad because some of them would have been happy with the new approach and would have stopped sabotaging the more traditional games with their whining and rules lawyering.</p></blockquote><p></p>
[QUOTE="Emerikol, post: 6310334, member: 6698278"] I don't want to get into a GNS debate since everyone has different ideas of what that really means. Permerton and Neon, the examples you give reveal to me that you hold to stereotypes about my play that are not true. We love being our characters. We have backstories. There is a lot of depth and fiction to our work. Perhaps it is the way the story is created that matters. In my style the group spends all their energy and effort trying to overcome the challenges in their path so that they can achieve their goal whatever that goal is. From a player thinking perspective, success is achieving the goal efficiently. If the DM does his job as DM though a great story will come out of that quest. The DM will build a world that makes it hard to succeed. It all comes down to how the players approach the game. The player viewpoint if you will. One big mistake people make is they read old stories and they interpret them in the light of our modern environment. Gygax would never have allowed PCs to create content on the fly while adventuring. Sure anyone can propose and likely get accepted a background prior to the game starting especially if the players are already familiar with the world. No one objects to that. I don't think those players would as a rule choose to put the story above the groups survival either. It is different. I'm not going to say the Forge invented the new way. I never said that. I think the new way arose in home games likely not super long after D&D was invented by people who had a bent to go that way. In time, those who where successful at running those kinds of games introduced the idea. I do not know exactly when but I doubt it was as late as the nineties. I played D&D all through the 80's and read many dragon magazines and I can assure you that style of play was not on most people's minds. And that is too bad because some of them would have been happy with the new approach and would have stopped sabotaging the more traditional games with their whining and rules lawyering. [/QUOTE]
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