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Forked Thread: Why the World Exists [GM-less Gaming]
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<blockquote data-quote="jmucchiello" data-source="post: 4714116" data-attributes="member: 813"><p>What Crothian said just before I was going to. I've played with many players who would crap on the game if given GM powers. I've also played with players who would not pay attention well enough to act as result adjudicators regardless of how much it is supposed raise their investment. If you have a game where "player on the left describes the result" sitting to the right of either of these players is going to be a less than satisfying session.</p><p></p><p>There are some players who will never want to be invested in your RPG. They just like to show up and kill stuff. Heck, some just want to show up and drink your Mountain Dew. If your goal is to remove players who won't make up a nice character background or who won't memorize you sea god's holy symbol or who won't notice when the name of a just met NPC is similar to the name of the hero a bard was singing about in the tavern six weeks, the solution is to not play with those people.</p><p></p><p>PCat story hours are so good because he chooses to play with excellent players. They would thrive in the environment you describe but they don't need that environment. They already have a game, run the old fashioned way, that works as well as your proposed solution. Why? Because something about PCat <strong>and his players</strong> make it work.</p><p></p><p>I don't know why you brought up PCat's group it is an example of the kind of game you want everyone to experience but which doesn't use your solution to accomplish it. So either, they are unique (and the existence of Sepulgrave's (et. al.) story hours prove they aren't) or you have focused on a symptom, not the problem.</p></blockquote><p></p>
[QUOTE="jmucchiello, post: 4714116, member: 813"] What Crothian said just before I was going to. I've played with many players who would crap on the game if given GM powers. I've also played with players who would not pay attention well enough to act as result adjudicators regardless of how much it is supposed raise their investment. If you have a game where "player on the left describes the result" sitting to the right of either of these players is going to be a less than satisfying session. There are some players who will never want to be invested in your RPG. They just like to show up and kill stuff. Heck, some just want to show up and drink your Mountain Dew. If your goal is to remove players who won't make up a nice character background or who won't memorize you sea god's holy symbol or who won't notice when the name of a just met NPC is similar to the name of the hero a bard was singing about in the tavern six weeks, the solution is to not play with those people. PCat story hours are so good because he chooses to play with excellent players. They would thrive in the environment you describe but they don't need that environment. They already have a game, run the old fashioned way, that works as well as your proposed solution. Why? Because something about PCat [b]and his players[/b] make it work. I don't know why you brought up PCat's group it is an example of the kind of game you want everyone to experience but which doesn't use your solution to accomplish it. So either, they are unique (and the existence of Sepulgrave's (et. al.) story hours prove they aren't) or you have focused on a symptom, not the problem. [/QUOTE]
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