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Gaming in a high-trust environment
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<blockquote data-quote="Mallus" data-source="post: 3963718" data-attributes="member: 3887"><p>I think a high-trust environments discourage people from looking to the game mechanics to settle what are essentially interpersonal problems. HTE's (sometimes, I love acronyms) also make it easy to use ad-hoc rulings to solve the problem at hand. If they turn out to have unforeseen long-term consequences, so what? The players aren't lawyers looking to quote precedent, the ah-hoc ruling gets overruled, and a new solution gets implemented. BTW, it pains me to read about house/ad-hoc rulings that 'broke the game'. Why didn't those groups just undo the houserule/rule something else? A D&D campaign should be a self-correcting system. </p><p></p><p>Try this on for size, shil. The trust problem endemic to traditional, GM-moderated RPG's is the anxiety over power that's built into the set-up. One players is cast in the role of scenario designer, rules-arbiter, and rule-implementer. This player is also frequently cast in the role of antagonist and, in order for the other players to feel like they're winning the game, they have to defeat him.</p><p></p><p>It's a little like soccer (er, football) where the opposing goal tender is also the referee, and he's armed with a Kalashnikov instead of red cards. Well, a very little like that... </p><p></p><p></p><p></p><p>Not any more, no. What I want out of an RPG experience ("make me a violent storybook to cavort in!") requires a high-trust environment and a lot of fiat rulings. </p><p></p><p></p><p>Right now I'm quite fortunate that I don't have to. As if you didn't know.</p><p></p><p></p><p>Yes, yes we do. I mean... thanks. I'm flattered. Obviously we couldn't do it without you.</p></blockquote><p></p>
[QUOTE="Mallus, post: 3963718, member: 3887"] I think a high-trust environments discourage people from looking to the game mechanics to settle what are essentially interpersonal problems. HTE's (sometimes, I love acronyms) also make it easy to use ad-hoc rulings to solve the problem at hand. If they turn out to have unforeseen long-term consequences, so what? The players aren't lawyers looking to quote precedent, the ah-hoc ruling gets overruled, and a new solution gets implemented. BTW, it pains me to read about house/ad-hoc rulings that 'broke the game'. Why didn't those groups just undo the houserule/rule something else? A D&D campaign should be a self-correcting system. Try this on for size, shil. The trust problem endemic to traditional, GM-moderated RPG's is the anxiety over power that's built into the set-up. One players is cast in the role of scenario designer, rules-arbiter, and rule-implementer. This player is also frequently cast in the role of antagonist and, in order for the other players to feel like they're winning the game, they have to defeat him. It's a little like soccer (er, football) where the opposing goal tender is also the referee, and he's armed with a Kalashnikov instead of red cards. Well, a very little like that... Not any more, no. What I want out of an RPG experience ("make me a violent storybook to cavort in!") requires a high-trust environment and a lot of fiat rulings. Right now I'm quite fortunate that I don't have to. As if you didn't know. Yes, yes we do. I mean... thanks. I'm flattered. Obviously we couldn't do it without you. [/QUOTE]
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