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Forked Thread: Why the World Exists [GM-less Gaming]
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<blockquote data-quote="jim pinto" data-source="post: 4715880" data-attributes="member: 17619"><p>You should see me role-play Power Grid… or Agricola. I seriously could roleplay while I'm in a checkout line at the market. I live in my head so much, it's not impossible for me to imagine myself roleplaying without a system but using the tools of form to manipulate the stories I want to tell.</p><p></p><p>Example: I've been raving about <em>In a Wicked Age.</em> The structure of this game is beyond anything I've played before. It reminds me of the storytelling style of a show like Deadwood (my favorite) and my attempts to get people to play Vampire or D&D in this "scene"/sandbox fashion. [I've been operating with the sandbox style for almost 20 years now, and new players/groups still don't get it. They sit there waiting for me to tell them which orcs to kill.]</p><p></p><p>Lame tangent. Sorry.</p><p></p><p>One of the caveats of this thread requires us to break away from conventional descriptions of "party" and roleplaying. I've run many successful sandbox games where the PCs could go days on end without seeing one another, all the while working toward their individual goals.</p><p></p><p>This builds a story very different from the mission-complication-conflict model associated with any published adventure.</p><p></p><p>One of the hiccups of this model is that people don't see how the "progression" might work. And this too is and old trope that needs to be let go of in some instances, because not everything is about collecting XP.</p><p></p><p>[I should add that my best Vampire campaign ever was over e-mail. I should post about THAT someday. It rans for months.]</p><p></p><p>While the GM-less game does suffer from a lack of immersion in the setting, a group-derived world offers everyone an opportunity to build the world, while letting the GM "surprise" them with things they didn't see coming.</p><p></p><p>It's late and I'm losing steam, again. There's a lot of posts here and I'm not ignoring them. I will get back to this tomorrow.</p><p></p><p>Thanks for all the posts.</p><p></p><p>All that aside, this was an awesome post, C A. Hypothetically, if D&D changed to a GM-game tomorrow, how would you deal with it? If the game stopped printing advice for GMs and only pointed people to collective world building, what would you do next? Are we essentially talking about a new hobby when we move THIS far away from the accepted norm of a GM-oriented, following carrot story [Ignoring the obvious answer of continuing to play the old way and stop buying books.]</p></blockquote><p></p>
[QUOTE="jim pinto, post: 4715880, member: 17619"] You should see me role-play Power Grid… or Agricola. I seriously could roleplay while I'm in a checkout line at the market. I live in my head so much, it's not impossible for me to imagine myself roleplaying without a system but using the tools of form to manipulate the stories I want to tell. Example: I've been raving about [I]In a Wicked Age.[/I] The structure of this game is beyond anything I've played before. It reminds me of the storytelling style of a show like Deadwood (my favorite) and my attempts to get people to play Vampire or D&D in this "scene"/sandbox fashion. [I've been operating with the sandbox style for almost 20 years now, and new players/groups still don't get it. They sit there waiting for me to tell them which orcs to kill.] Lame tangent. Sorry. One of the caveats of this thread requires us to break away from conventional descriptions of "party" and roleplaying. I've run many successful sandbox games where the PCs could go days on end without seeing one another, all the while working toward their individual goals. This builds a story very different from the mission-complication-conflict model associated with any published adventure. One of the hiccups of this model is that people don't see how the "progression" might work. And this too is and old trope that needs to be let go of in some instances, because not everything is about collecting XP. [I should add that my best Vampire campaign ever was over e-mail. I should post about THAT someday. It rans for months.] While the GM-less game does suffer from a lack of immersion in the setting, a group-derived world offers everyone an opportunity to build the world, while letting the GM "surprise" them with things they didn't see coming. It's late and I'm losing steam, again. There's a lot of posts here and I'm not ignoring them. I will get back to this tomorrow. Thanks for all the posts. All that aside, this was an awesome post, C A. Hypothetically, if D&D changed to a GM-game tomorrow, how would you deal with it? If the game stopped printing advice for GMs and only pointed people to collective world building, what would you do next? Are we essentially talking about a new hobby when we move THIS far away from the accepted norm of a GM-oriented, following carrot story [Ignoring the obvious answer of continuing to play the old way and stop buying books.] [/QUOTE]
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