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GNS - which are you?
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<blockquote data-quote="John Morrow" data-source="post: 2209763" data-attributes="member: 27012"><p>I think that the G&S pairing is fairly common (I'm S with some G) and I think those two styles do often play well with each other because there is substantial overlap.</p><p></p><p></p><p></p><p>I think the ultimate preference issue may be between those who have a preference for how things turn out and those who like to be surprised. If a GM or player have a subjective preference for a particular outcome or resolution to something in a game, the rules are only going to frustrate them because the rules will inevitably fail to anticipate their subjective preference. So they wind up with, "I want X to happen but the rules are telling me that Y happens." There are two ways to make the "X" happen rather than "Y". You can either ignore the rules or create rules that let the GM or players decide that "X" happens.</p><p></p><p>For players who enter the hobby through rule-heavy systems but are stuck always wishing that the rules would let "X" happen, it's apparently a bit of an epiphany to realize that the GM can ignore the rules or that it might be possible to create rules based on a GM or player's dramatic sensibilities rather than realism or good game-play. Finding rules that enable them to simply get the results that they want rather than fighting the rules feels like liberation to them. So with all the zeal of the newly converted, they rush out into the world to tell people how to fix their problems.</p><p></p><p>The problem is that they fail to realize that not everyone has their problem, nor does everyone want it fixed. Not everyone has a preference for how a situation should turn out. Not everyone wants to just decide what happens next. They like rules and dice and mechanics that produce objective results. But those who feel liberated can't understand why people would reject their "better way". Since those who reject the "better way" support a way of doing things that seemed backward and torturous to the liberated, they attribute all sorts of irrational and malicious motives to those who stand in their way.</p><p></p><p>This doesn't only happen in role-playing, by the way. People who are converted to all sorts of causes because their new way of doing things just "clicks" with them and "feels so right" often exhibit zeal like this.</p><p></p><p></p><p></p><p>Well, the way to get it all is to craft the <em>set-up</em> to a game or campaign in such a way that anything the players do will be challenging and make for an interesting story while simply letting things logically happen as they would witin the setting. Most players, regardless of their style preferences, seem to accept quite a bit of staging during a set-up. It's how things play out between the presentation of a situation and the outcome where the differences occur.</p></blockquote><p></p>
[QUOTE="John Morrow, post: 2209763, member: 27012"] I think that the G&S pairing is fairly common (I'm S with some G) and I think those two styles do often play well with each other because there is substantial overlap. I think the ultimate preference issue may be between those who have a preference for how things turn out and those who like to be surprised. If a GM or player have a subjective preference for a particular outcome or resolution to something in a game, the rules are only going to frustrate them because the rules will inevitably fail to anticipate their subjective preference. So they wind up with, "I want X to happen but the rules are telling me that Y happens." There are two ways to make the "X" happen rather than "Y". You can either ignore the rules or create rules that let the GM or players decide that "X" happens. For players who enter the hobby through rule-heavy systems but are stuck always wishing that the rules would let "X" happen, it's apparently a bit of an epiphany to realize that the GM can ignore the rules or that it might be possible to create rules based on a GM or player's dramatic sensibilities rather than realism or good game-play. Finding rules that enable them to simply get the results that they want rather than fighting the rules feels like liberation to them. So with all the zeal of the newly converted, they rush out into the world to tell people how to fix their problems. The problem is that they fail to realize that not everyone has their problem, nor does everyone want it fixed. Not everyone has a preference for how a situation should turn out. Not everyone wants to just decide what happens next. They like rules and dice and mechanics that produce objective results. But those who feel liberated can't understand why people would reject their "better way". Since those who reject the "better way" support a way of doing things that seemed backward and torturous to the liberated, they attribute all sorts of irrational and malicious motives to those who stand in their way. This doesn't only happen in role-playing, by the way. People who are converted to all sorts of causes because their new way of doing things just "clicks" with them and "feels so right" often exhibit zeal like this. Well, the way to get it all is to craft the [i]set-up[/i] to a game or campaign in such a way that anything the players do will be challenging and make for an interesting story while simply letting things logically happen as they would witin the setting. Most players, regardless of their style preferences, seem to accept quite a bit of staging during a set-up. It's how things play out between the presentation of a situation and the outcome where the differences occur. [/QUOTE]
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