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GMs: Guiding Morals in GMing
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<blockquote data-quote="pemerton" data-source="post: 8980655" data-attributes="member: 42582"><p>Putting to one side - as much as one can - issues of "mere" preference, I think this also depends upon assumptions about how the mechanics of dice rolls mediate between <em>framing</em> and <em>consequences</em>.</p><p></p><p>Those assumptions are very sound for (say) Apocalypse World, or Burning Wheel, or even 4e D&D, which are tightly designed in this respect.</p><p></p><p>I think they're highly doubtful for 2nd ed AD&D! And I think there are widespread approaches to 5e within which those assumptions probably don't hold good either. Now one <em>could</em> say that those 5e RPGers should look for a better RPG. But in a sense, they've already found it - they've replaced the reliance on fortune mechanics with a reliance on GM decision-making using the dice as a very frequent source of input.</p></blockquote><p></p>
[QUOTE="pemerton, post: 8980655, member: 42582"] Putting to one side - as much as one can - issues of "mere" preference, I think this also depends upon assumptions about how the mechanics of dice rolls mediate between [I]framing[/I] and [I]consequences[/I]. Those assumptions are very sound for (say) Apocalypse World, or Burning Wheel, or even 4e D&D, which are tightly designed in this respect. I think they're highly doubtful for 2nd ed AD&D! And I think there are widespread approaches to 5e within which those assumptions probably don't hold good either. Now one [I]could[/I] say that those 5e RPGers should look for a better RPG. But in a sense, they've already found it - they've replaced the reliance on fortune mechanics with a reliance on GM decision-making using the dice as a very frequent source of input. [/QUOTE]
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