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General Tabletop Discussion
*Dungeons & Dragons
Fighters vs. Spellcasters (a case for fighters.)
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<blockquote data-quote="Manbearcat" data-source="post: 6189902" data-attributes="member: 6696971"><p>Wanted to clarify a few things regarding "Indie" versus "Storyteller" as there seems to be a wee bit of confusion. The two are very distinct from one another in many ways but the below might help you identify your preference. </p><p></p><p>As much as anything else this tenet is central to the GMing ethos of Indie gaming (captured in DitV "How to GM"):</p><p></p><p><strong><em>Drive Play Toward Conflict - </em>Every moment of play, roll dice or say yes.</strong></p><p></p><p>Contrast that with 5e (and 2e era) Storyteller GMing ethos:</p><p></p><p><em><strong>Rulings Not Rules</strong></em> - <strong>You don't need to know the rules.</strong></p><p></p><p>From a simple ethos comparison, you can hopefully extrapolate how the two perceive the importance of or the negative effects of:</p><p></p><p>- System importance overall</p><p>- Mechanical transparency/codification vs opacity/open-endedness</p><p>- Tightness and predictability of the action resolution mechanics (specifically the math when framing challenges)</p><p>- GM role/techniques specifically with respect to the areas of the percentage of session dedicated to framing and resolving conflicts (vs percentage spent on freeform roleplay, expository dialogue/information dump, and/or conflict neutral transition scenes), and the role the GM plays as arbiter of the outcomes of those conflicts and the resultant trajectory/evolution of the narrative.</p><p></p><p>Whichever of those ethos above rings true to you more will tell you where you come down on Indie vs Storyteller and the distinctions within the specific areas below that should comport with where you are on that continuum.</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 6189902, member: 6696971"] Wanted to clarify a few things regarding "Indie" versus "Storyteller" as there seems to be a wee bit of confusion. The two are very distinct from one another in many ways but the below might help you identify your preference. As much as anything else this tenet is central to the GMing ethos of Indie gaming (captured in DitV "How to GM"): [B][I]Drive Play Toward Conflict - [/I]Every moment of play, roll dice or say yes.[/B] Contrast that with 5e (and 2e era) Storyteller GMing ethos: [I][B]Rulings Not Rules[/B][/I] - [B]You don't need to know the rules.[/B] From a simple ethos comparison, you can hopefully extrapolate how the two perceive the importance of or the negative effects of: - System importance overall - Mechanical transparency/codification vs opacity/open-endedness - Tightness and predictability of the action resolution mechanics (specifically the math when framing challenges) - GM role/techniques specifically with respect to the areas of the percentage of session dedicated to framing and resolving conflicts (vs percentage spent on freeform roleplay, expository dialogue/information dump, and/or conflict neutral transition scenes), and the role the GM plays as arbiter of the outcomes of those conflicts and the resultant trajectory/evolution of the narrative. Whichever of those ethos above rings true to you more will tell you where you come down on Indie vs Storyteller and the distinctions within the specific areas below that should comport with where you are on that continuum. [/QUOTE]
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