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General Tabletop Discussion
*Dungeons & Dragons
"Hot" take: Aesthetically-pleasing rules are highly overvalued
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<blockquote data-quote="Monayuris" data-source="post: 8118668" data-attributes="member: 6859536"><p>Sorry, that was never my point and I probably failed to communicate properly.</p><p></p><p>I'm not stating whether any one style of play is right or wrong. I'm pointing out other poster's perceptions and assertions of the style of play that I prefer are wrong.</p><p></p><p>I've never run AW, but I have run Dungeon World. I understand the playstyle it suggests. Personally, it is not for me. It is a game that I gave more than one attempt to run and found it not my cup of tea. I've also tried Fate (and Fate derived games) and came to the same conclusion.</p><p></p><p>I simply don't enjoy the player narrative power style games. Not because I don't want players to have any control over the game, but because when you open narrative control to players, it causes me, as a DM, to push harder and harder to reconcile player injected realities into my own reality. I see how it can be fun as a player-improv romp, but it creates credibility straining realities as player injected narratives fight against each other and against the realities of the DM.</p><p></p><p>I'm not a big fan of GNS theory, but I'd be probably more simulationist in approach. I present a world and the rules of the world as a simulation. Players have agency because they can know these rules and make choices that can have, if not predictable, at least understandable consequences.</p><p></p><p>I know you can run DW in that way, but the game doesn't really encourage it. That is fine, the game is not meant for that style. There is even a fan-made advice document that has a suggestion to have ogres attack if a player fails a spout lore roll. That kind of advice basically tells me the game is not for me. </p><p></p><p>To me the idea of not knowing about something causes ogres to appear is absolutely ridiculous. I understand why it would make sense within the context of Dungeon World game. I just don't find that appealing.</p></blockquote><p></p>
[QUOTE="Monayuris, post: 8118668, member: 6859536"] Sorry, that was never my point and I probably failed to communicate properly. I'm not stating whether any one style of play is right or wrong. I'm pointing out other poster's perceptions and assertions of the style of play that I prefer are wrong. I've never run AW, but I have run Dungeon World. I understand the playstyle it suggests. Personally, it is not for me. It is a game that I gave more than one attempt to run and found it not my cup of tea. I've also tried Fate (and Fate derived games) and came to the same conclusion. I simply don't enjoy the player narrative power style games. Not because I don't want players to have any control over the game, but because when you open narrative control to players, it causes me, as a DM, to push harder and harder to reconcile player injected realities into my own reality. I see how it can be fun as a player-improv romp, but it creates credibility straining realities as player injected narratives fight against each other and against the realities of the DM. I'm not a big fan of GNS theory, but I'd be probably more simulationist in approach. I present a world and the rules of the world as a simulation. Players have agency because they can know these rules and make choices that can have, if not predictable, at least understandable consequences. I know you can run DW in that way, but the game doesn't really encourage it. That is fine, the game is not meant for that style. There is even a fan-made advice document that has a suggestion to have ogres attack if a player fails a spout lore roll. That kind of advice basically tells me the game is not for me. To me the idea of not knowing about something causes ogres to appear is absolutely ridiculous. I understand why it would make sense within the context of Dungeon World game. I just don't find that appealing. [/QUOTE]
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"Hot" take: Aesthetically-pleasing rules are highly overvalued
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