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FKR: How Fewer Rules Can Make D&D Better
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<blockquote data-quote="damiller" data-source="post: 9026585" data-attributes="member: 10995"><p>But here's the thing. I am interested in the GM basically deciding success in this specific model. I want tools that allow me to say "No, there is a complication here" that do not rely on dice mechanics. Sometimes I don't want to be a slave to dice. So I either create a system that makes them unnecessary or I "cheat".</p><p></p><p>And that is because I play in the mode of "traditional" RPG roles* i am not interested in a discussion of the fiction at my table generally. I want the players to describe what they do, and have some model to create barriers (besides just dice) to them achieving those outright. Which is what I think a game at its most basic does**. Otherwise you could just say I saved the Royal Person, and be done with the session in 5 minutes (or less).</p><p></p><p>For me the GM brings the plot, the players react (and act) to that plot (and interruptions to that plot), and then they deal with the fall out from their reactions (either via failed die rolls, the gm throwing up more twists, OR the players pursuing a player generated plot). The story is generated by the players reactions to the plot (both actively and reactively) and is simply a function of play. I am not negotiating the fiction (or even discussing it)- it is the byproduct of playing.</p><p></p><p>*gm and players have distinct and barely overlapping responsibilities/choices/actions</p><p>**a system that requires the players deal with delayed gratification - maybe for multiple sessions</p></blockquote><p></p>
[QUOTE="damiller, post: 9026585, member: 10995"] But here's the thing. I am interested in the GM basically deciding success in this specific model. I want tools that allow me to say "No, there is a complication here" that do not rely on dice mechanics. Sometimes I don't want to be a slave to dice. So I either create a system that makes them unnecessary or I "cheat". And that is because I play in the mode of "traditional" RPG roles* i am not interested in a discussion of the fiction at my table generally. I want the players to describe what they do, and have some model to create barriers (besides just dice) to them achieving those outright. Which is what I think a game at its most basic does**. Otherwise you could just say I saved the Royal Person, and be done with the session in 5 minutes (or less). For me the GM brings the plot, the players react (and act) to that plot (and interruptions to that plot), and then they deal with the fall out from their reactions (either via failed die rolls, the gm throwing up more twists, OR the players pursuing a player generated plot). The story is generated by the players reactions to the plot (both actively and reactively) and is simply a function of play. I am not negotiating the fiction (or even discussing it)- it is the byproduct of playing. *gm and players have distinct and barely overlapping responsibilities/choices/actions **a system that requires the players deal with delayed gratification - maybe for multiple sessions [/QUOTE]
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