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GM Prep Time - Cognitive Dissonance in Encounter Design?
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<blockquote data-quote="pemerton" data-source="post: 5188944" data-attributes="member: 42582"><p>I disagree with this quite strongly. In effect, you are asserting that any way of RPGing D&D (perhaps, even, of RPGing in general) that adopts a "No Myth" approach, or some other sort of non-simulationist approach to the game, is a mistake. My own experience tells me that this is not so.</p><p></p><p>More generally, it makes me wonder how much familiarity you have with games written to support non-simulationist play which are neither combat oriented nor shallow, but aren't based on the sort of attention to ingame reality that you are asserting to be essential (I'm thinking of games like HeroQuest, The Dying Earth, My Life With Master, etc).</p></blockquote><p></p>
[QUOTE="pemerton, post: 5188944, member: 42582"] I disagree with this quite strongly. In effect, you are asserting that any way of RPGing D&D (perhaps, even, of RPGing in general) that adopts a "No Myth" approach, or some other sort of non-simulationist approach to the game, is a mistake. My own experience tells me that this is not so. More generally, it makes me wonder how much familiarity you have with games written to support non-simulationist play which are neither combat oriented nor shallow, but aren't based on the sort of attention to ingame reality that you are asserting to be essential (I'm thinking of games like HeroQuest, The Dying Earth, My Life With Master, etc). [/QUOTE]
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