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<blockquote data-quote="sheadunne" data-source="post: 6810553" data-attributes="member: 27570"><p>I don't assume this, I "feel" this from my experience, which is why I used that word specifically in my post. I'm not stating fact, I'm stating my opinion and the way I feel about it, based on my experience that every time a portal comes up, it's the direction the game is heading. I've never had a game where that wasn't the case. But again, it's just one example and getting bogged down by examples doesn't really accomplish much. </p><p></p><p>I'm not trying to figure people play the way they do, I struggle with my own interests not other people's. As I mentioned, I'm content playing in a pre-authored game (mostly without investment) as I am with playing in an Improv game (mostly without the energy that's constantly required). I struggle with picking one that's consistently of interest to me, although at this point in my life I'm certainly leaning more for a story-now approach, at least in my running of games.</p><p></p><p>When I run games, I don't take any notes, I rely on the players to do it. If they're invested in the consistency of the world, then they're required to contribute to it. We also do a "previously on" chat at the beginning of the game to refresh our minds around the game. It also gives the players who might have missed the session a chance to review what they missed. I like to keep details as vague and underdeveloped as possible so that I can establish them as we play, I expect the same from the players. We can explore the character and what makes them tick during play. </p><p></p><p>Overall I think prep suffers from the investment of the DM in its existance. I know a few DMs that have no trouble creating something and then throwing it away, but from my experience, that's not the norm, but the exception. I do the same thing and work at it. If I think of something cool to put into the game, then I want it in the game, but it's never as cool for everyone else as it is for me. And as a player I'm never impressed in what the DM created, unless it was the result of my characters actions.</p><p></p><p>Certainly some games are better at it than others. The 3x/PF D20 system isn't particularly good at it, especially when it involves combative challenges and skill usage (skills in the game have very clear success results). I enjoy playing the system, but won't run it again. It's too difficult to do without prep. 5e certainly lends itself more to improv style of play, but when I play D&D I want to be playing D&D and it just feel like it to me. D&D is not improve. I've accepted that.</p></blockquote><p></p>
[QUOTE="sheadunne, post: 6810553, member: 27570"] I don't assume this, I "feel" this from my experience, which is why I used that word specifically in my post. I'm not stating fact, I'm stating my opinion and the way I feel about it, based on my experience that every time a portal comes up, it's the direction the game is heading. I've never had a game where that wasn't the case. But again, it's just one example and getting bogged down by examples doesn't really accomplish much. I'm not trying to figure people play the way they do, I struggle with my own interests not other people's. As I mentioned, I'm content playing in a pre-authored game (mostly without investment) as I am with playing in an Improv game (mostly without the energy that's constantly required). I struggle with picking one that's consistently of interest to me, although at this point in my life I'm certainly leaning more for a story-now approach, at least in my running of games. When I run games, I don't take any notes, I rely on the players to do it. If they're invested in the consistency of the world, then they're required to contribute to it. We also do a "previously on" chat at the beginning of the game to refresh our minds around the game. It also gives the players who might have missed the session a chance to review what they missed. I like to keep details as vague and underdeveloped as possible so that I can establish them as we play, I expect the same from the players. We can explore the character and what makes them tick during play. Overall I think prep suffers from the investment of the DM in its existance. I know a few DMs that have no trouble creating something and then throwing it away, but from my experience, that's not the norm, but the exception. I do the same thing and work at it. If I think of something cool to put into the game, then I want it in the game, but it's never as cool for everyone else as it is for me. And as a player I'm never impressed in what the DM created, unless it was the result of my characters actions. Certainly some games are better at it than others. The 3x/PF D20 system isn't particularly good at it, especially when it involves combative challenges and skill usage (skills in the game have very clear success results). I enjoy playing the system, but won't run it again. It's too difficult to do without prep. 5e certainly lends itself more to improv style of play, but when I play D&D I want to be playing D&D and it just feel like it to me. D&D is not improve. I've accepted that. [/QUOTE]
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