Reynard
aka Ian Eller
Spinning this out of the 6E thread because, well it isn't about 6E.
Anyway -- much is often made of "player skill" and "OSR" and how modern games are just button mashing. I don't really buy this as a generational divide: I think people in the 70s could rely on their character sheets, and I think people now can get creative.
What I do think is that the degree to which a game (and by game, I mean the thing happening at a particular table, not an edition) can be about "player skill" is entirely a function of the GM's willingness to present his "puzzles" in good faith. unfortunately, in my experience, what you actually get more often than not is a GM-May-I? situation in which the GM wants the players to read his mind and speak the precise words, rather than coming up with a novel solution.
What are your thoughts on "player skill" based games and the GMs that run them? How do you do it well, regardless of whether the rules are OSR or modern? What system tools can actually make it more fun and better? How do you GM this kind of game without falling in to the trap of asking your players to read your mind?
Anyway -- much is often made of "player skill" and "OSR" and how modern games are just button mashing. I don't really buy this as a generational divide: I think people in the 70s could rely on their character sheets, and I think people now can get creative.
What I do think is that the degree to which a game (and by game, I mean the thing happening at a particular table, not an edition) can be about "player skill" is entirely a function of the GM's willingness to present his "puzzles" in good faith. unfortunately, in my experience, what you actually get more often than not is a GM-May-I? situation in which the GM wants the players to read his mind and speak the precise words, rather than coming up with a novel solution.
What are your thoughts on "player skill" based games and the GMs that run them? How do you do it well, regardless of whether the rules are OSR or modern? What system tools can actually make it more fun and better? How do you GM this kind of game without falling in to the trap of asking your players to read your mind?