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How Did I Survive AD&D? Fudging and Railroads, Apparently
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<blockquote data-quote="SteveC" data-source="post: 9470588" data-attributes="member: 9053"><p>What you're talking about here is a popular way to run games outside of D&D, the PbtA or FitD way (that's Powered by the Apocalypse and Forged in the Dark, sometimes I hate it when people use these terms that I've never heard of). The idea is that those games have virtually no GM prep and just riff off of what the players do. They also require a very good GM who's good at improv. Sadly, not everyone can do that.</p><p></p><p>If people want a takeaway for some different ways to run a game, I would really suggest finding one of those games (PbtA and FitD are the engine that powers many different games) and reading the GM parts. Read Dungeon World (even though it is not regarded as a very good game, it has good GM advice) and take what you can from it.</p><p></p><p>It's been my experience that running these games where you "play to find out what happens," requires both a good GM and good players, so once again it can be difficult to get there.</p><p></p><p>For me, if I'm gaming in person, I take a middle ground. I have an idea and encounters prepped for the game, but I'm ready to change things up if the players attack the problem differently. And I make sure that the "problem" the game is about is something that interests my players. Unfortunately, I run via VTT these days, and that makes it more difficult for me to do improv. But I'm grabbing maps and keeping them ready for if the group wants to strike out in a different direction.</p></blockquote><p></p>
[QUOTE="SteveC, post: 9470588, member: 9053"] What you're talking about here is a popular way to run games outside of D&D, the PbtA or FitD way (that's Powered by the Apocalypse and Forged in the Dark, sometimes I hate it when people use these terms that I've never heard of). The idea is that those games have virtually no GM prep and just riff off of what the players do. They also require a very good GM who's good at improv. Sadly, not everyone can do that. If people want a takeaway for some different ways to run a game, I would really suggest finding one of those games (PbtA and FitD are the engine that powers many different games) and reading the GM parts. Read Dungeon World (even though it is not regarded as a very good game, it has good GM advice) and take what you can from it. It's been my experience that running these games where you "play to find out what happens," requires both a good GM and good players, so once again it can be difficult to get there. For me, if I'm gaming in person, I take a middle ground. I have an idea and encounters prepped for the game, but I'm ready to change things up if the players attack the problem differently. And I make sure that the "problem" the game is about is something that interests my players. Unfortunately, I run via VTT these days, and that makes it more difficult for me to do improv. But I'm grabbing maps and keeping them ready for if the group wants to strike out in a different direction. [/QUOTE]
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How Did I Survive AD&D? Fudging and Railroads, Apparently
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