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Forked Thread: Why the World Exists [GM-less Gaming]
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<blockquote data-quote="Ariosto" data-source="post: 4717046" data-attributes="member: 80487"><p>SabreCat, that's getting needlessly artful. Ever played Battleship or Stratego?</p><p></p><p>More to the point: If you've ever played D&D as it was originally designed to be played, then you should recognize that the experience is different. <em>The point</em> of the GM-less (or any "story" driven) approach is to produce a different experience.</p><p></p><p>The <em>Dungeon!</em> board game is GM-less, and yet another experience (more akin to <em>Clue</em>).</p><p></p><p>Only a portion of the environment in an RPG is made up on the spot. The OP, as I recall, placed some importance on the amount of preparatory work a GM does. Moreover, improvised elements immediately <em>become</em> established elements, and character-players may not immediately (if ever) learn all the ramifications that are nonetheless established.</p><p></p><p>They do not <em>decide</em> what those are!</p><p></p><p>How, in a GM-less game, are there to be persistent and consistent elements that are nonetheless not common knowledge? In a GM-run game, there can be limited information concerning things about which information exists. In a truly GM-less game, whatever is not commonly known effectively does not exist.</p><p></p><p>The Clue and Dungeon! examples show how one can to a limited extent emulate "real" (there even when you're not looking) elements -- but that is <em>extremely</em> limited. They cannot affect play unless a player knows of them.</p><p></p><p>One could have a "multi-GM" game in which Player A is GM <em>only</em> to Player B, their characters being (for all practical purposes) in different "worlds." I do not think that's what is being contemplated here.</p><p></p><p>Neither Battleship nor Stratego fits the common definition of an RPG, but in a sense each is about "playing the role" of a military commander. The information each player possesses or lacks is in keeping with that role.</p></blockquote><p></p>
[QUOTE="Ariosto, post: 4717046, member: 80487"] SabreCat, that's getting needlessly artful. Ever played Battleship or Stratego? More to the point: If you've ever played D&D as it was originally designed to be played, then you should recognize that the experience is different. [I]The point[/I] of the GM-less (or any "story" driven) approach is to produce a different experience. The [I]Dungeon![/I] board game is GM-less, and yet another experience (more akin to [I]Clue[/I]). Only a portion of the environment in an RPG is made up on the spot. The OP, as I recall, placed some importance on the amount of preparatory work a GM does. Moreover, improvised elements immediately [I]become[/I] established elements, and character-players may not immediately (if ever) learn all the ramifications that are nonetheless established. They do not [I]decide[/I] what those are! How, in a GM-less game, are there to be persistent and consistent elements that are nonetheless not common knowledge? In a GM-run game, there can be limited information concerning things about which information exists. In a truly GM-less game, whatever is not commonly known effectively does not exist. The Clue and Dungeon! examples show how one can to a limited extent emulate "real" (there even when you're not looking) elements -- but that is [I]extremely[/I] limited. They cannot affect play unless a player knows of them. One could have a "multi-GM" game in which Player A is GM [I]only[/I] to Player B, their characters being (for all practical purposes) in different "worlds." I do not think that's what is being contemplated here. Neither Battleship nor Stratego fits the common definition of an RPG, but in a sense each is about "playing the role" of a military commander. The information each player possesses or lacks is in keeping with that role. [/QUOTE]
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