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General Tabletop Discussion
*Dungeons & Dragons
GMing and "Player Skill"
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<blockquote data-quote="overgeeked" data-source="post: 9746000" data-attributes="member: 86653"><p>To me, skilled play is all about the gaps in the mechanics and player creativity. It's not possible for the mechanics to cover every possibility, despite many designers and players pushing to do so. </p><p></p><p>Things like instead of having a stand-up fight you ambush the enemy in a ravine and roll big-ass rocks down on top of them. Most games will have rules for ambushes and various ways to move heavy objects, but few if any will have specific rules for that situation. Because why would they? It's likely a one off that will never be repeated so having rules for that would be a waste of space. So much page count in chunky, clunky games reeks of bizarre one-offs like this the were for some reason codified into the books. </p><p></p><p>Skilled play is about recognizing the gap between the mechanics of the game and the "real world" the fiction is supposed to represent. A "real" person is those "real" circumstances is not limited to only the options on their character sheet or contained within the mechanics of the game. In other words, <a href="https://rolltop-indigo.blogspot.com/2018/05/tactical-roleplaying.html" target="_blank">tactical infinity</a>. </p><p></p><p>Skilled play is the notion that the rules of the game are only the bare bones start of what's possible in the game, not the sum total of what's possible. </p><p></p><p>Separately, the phrase Mother-May-I poisons the discussion. All refereeing, GMing, and DMing comes down to, in one form or another, Mother-May-I. All of it. The referee controls the entire world, all monsters, all NPCs, whether rolls can be made, what the DCs of those rolls are, whether you have dis/advantage for those rolls, any and all modifiers to those rolls, etc. Good luck playing the game without the referee okaying things.</p></blockquote><p></p>
[QUOTE="overgeeked, post: 9746000, member: 86653"] To me, skilled play is all about the gaps in the mechanics and player creativity. It's not possible for the mechanics to cover every possibility, despite many designers and players pushing to do so. Things like instead of having a stand-up fight you ambush the enemy in a ravine and roll big-ass rocks down on top of them. Most games will have rules for ambushes and various ways to move heavy objects, but few if any will have specific rules for that situation. Because why would they? It's likely a one off that will never be repeated so having rules for that would be a waste of space. So much page count in chunky, clunky games reeks of bizarre one-offs like this the were for some reason codified into the books. Skilled play is about recognizing the gap between the mechanics of the game and the "real world" the fiction is supposed to represent. A "real" person is those "real" circumstances is not limited to only the options on their character sheet or contained within the mechanics of the game. In other words, [URL='https://rolltop-indigo.blogspot.com/2018/05/tactical-roleplaying.html']tactical infinity[/URL]. Skilled play is the notion that the rules of the game are only the bare bones start of what's possible in the game, not the sum total of what's possible. Separately, the phrase Mother-May-I poisons the discussion. All refereeing, GMing, and DMing comes down to, in one form or another, Mother-May-I. All of it. The referee controls the entire world, all monsters, all NPCs, whether rolls can be made, what the DCs of those rolls are, whether you have dis/advantage for those rolls, any and all modifiers to those rolls, etc. Good luck playing the game without the referee okaying things. [/QUOTE]
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