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*Dungeons & Dragons
"Hot" take: Aesthetically-pleasing rules are highly overvalued
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<blockquote data-quote="AbdulAlhazred" data-source="post: 8112046" data-attributes="member: 82106"><p>This is, by far, not the only way to play, and is FUNDAMENTALLY at its core, a sort of 'Gygaxian' construct in which the GM's role is to inhibit the player's attempts to 'win' by exploiting the open-ended nature of the game. This can be contrasted with playing in a more 'narrative' fashion in which the players and the GM are working towards the same goal, ala Dungeon World or other more collaborative games. They are STILL open-ended, and in a sense even more so, but the 'moves' which each side can take are significantly codified. This isn't an attempt, as some have stated, to "make a rule for everything", that is in fact applying the oppositional framework of "GM rulings" play (where this would at least hypothetically be beneficial) to the collaborative/narrative driven project.</p><p>I'm sure if I were to summon [USER=42582]@pemerton[/USER] and Co. to this thread, they will go on to describe framing and related mechanisms and concerns which apply to that mode of play. So, when we played 4e, for example, in this mode, we DID elaborate on things, but the basis was understanding the functioning of things in the game system. So, if it seemed like I might use 'page 42' and sacrifice my artifact to achieve a goal, there was a pretty clear cost/benefit there, including what I get out of having said artifact, as well as what sorts of checks and things I will need to pass in order to do something new and not covered by the existing rules material with it.</p><p>That situation would be possible to handle in 5e, but it becomes more 'political' and the player is somewhat at the mercy of the DM, and the DM is somewhat under pressure to limit what they can do, or make sure they don't get "too good a deal." Whereas in our model of play the GM would be seen as a partner in coming up with an interesting story about how the Page 42 mechanics are narrated and what their story significance is.</p><p>It is just a different approach to play, but not one that is overall that compatible with 5e as a game where everything is open to interpretation at a mechanical level.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 8112046, member: 82106"] This is, by far, not the only way to play, and is FUNDAMENTALLY at its core, a sort of 'Gygaxian' construct in which the GM's role is to inhibit the player's attempts to 'win' by exploiting the open-ended nature of the game. This can be contrasted with playing in a more 'narrative' fashion in which the players and the GM are working towards the same goal, ala Dungeon World or other more collaborative games. They are STILL open-ended, and in a sense even more so, but the 'moves' which each side can take are significantly codified. This isn't an attempt, as some have stated, to "make a rule for everything", that is in fact applying the oppositional framework of "GM rulings" play (where this would at least hypothetically be beneficial) to the collaborative/narrative driven project. I'm sure if I were to summon [USER=42582]@pemerton[/USER] and Co. to this thread, they will go on to describe framing and related mechanisms and concerns which apply to that mode of play. So, when we played 4e, for example, in this mode, we DID elaborate on things, but the basis was understanding the functioning of things in the game system. So, if it seemed like I might use 'page 42' and sacrifice my artifact to achieve a goal, there was a pretty clear cost/benefit there, including what I get out of having said artifact, as well as what sorts of checks and things I will need to pass in order to do something new and not covered by the existing rules material with it. That situation would be possible to handle in 5e, but it becomes more 'political' and the player is somewhat at the mercy of the DM, and the DM is somewhat under pressure to limit what they can do, or make sure they don't get "too good a deal." Whereas in our model of play the GM would be seen as a partner in coming up with an interesting story about how the Page 42 mechanics are narrated and what their story significance is. It is just a different approach to play, but not one that is overall that compatible with 5e as a game where everything is open to interpretation at a mechanical level. [/QUOTE]
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"Hot" take: Aesthetically-pleasing rules are highly overvalued
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