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Community
General Tabletop Discussion
*TTRPGs General
Game balance and 3rd edition implications
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<blockquote data-quote="ColonelHardisson" data-source="post: 3015702" data-attributes="member: 363"><p>I think what you may not be grokking here is that many people thrive when they have a rule to cover just about any contingency. It helps make them feel secure in their gaming experience. Free form gaming or whatever one wants to call it strays too close to being "let's pretend" for some people. Barak also notes the "Mother may I?" problem which less rules-intensive games can generate. If this method works for you, great. Whichever method of gaming works for the individual or the group is the correct way to do things. But there are people for whom a more complex game gives a feeling of freedom also - the more that is codified, the more one can extrapolate "on the fly" for contingencies that aren't covered. That is, it's easier to guess how something can be done if one has a number of examples of how other things are done.</p><p></p><p></p><p></p><p></p><p>I wouldn't say that's the whole point of creative play. It may be <strong>a</strong> point for <em>some</em>, but I'd wager there are quite a few folk for whom the point is to find a game that is structured so that anything they come up with can be modeled within the pre-existing system.</p><p></p><p>I've played in games and had experiences with game masters where the more free form method of gaming is used. I get uncomfortable with them. I feel like I'm playing something just a notch up from Cops & Robbers. That feels oppressive to me, as I have to rely on the whim of the game master. He may be the nicest, most accomodating guy in the world, but I still feel like everything is being pulled out of his butt. That's oppressive to me.</p></blockquote><p></p>
[QUOTE="ColonelHardisson, post: 3015702, member: 363"] I think what you may not be grokking here is that many people thrive when they have a rule to cover just about any contingency. It helps make them feel secure in their gaming experience. Free form gaming or whatever one wants to call it strays too close to being "let's pretend" for some people. Barak also notes the "Mother may I?" problem which less rules-intensive games can generate. If this method works for you, great. Whichever method of gaming works for the individual or the group is the correct way to do things. But there are people for whom a more complex game gives a feeling of freedom also - the more that is codified, the more one can extrapolate "on the fly" for contingencies that aren't covered. That is, it's easier to guess how something can be done if one has a number of examples of how other things are done. I wouldn't say that's the whole point of creative play. It may be [b]a[/b] point for [i]some[/i], but I'd wager there are quite a few folk for whom the point is to find a game that is structured so that anything they come up with can be modeled within the pre-existing system. I've played in games and had experiences with game masters where the more free form method of gaming is used. I get uncomfortable with them. I feel like I'm playing something just a notch up from Cops & Robbers. That feels oppressive to me, as I have to rely on the whim of the game master. He may be the nicest, most accomodating guy in the world, but I still feel like everything is being pulled out of his butt. That's oppressive to me. [/QUOTE]
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