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How much control do DMs need?
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<blockquote data-quote="loverdrive" data-source="post: 8992193" data-attributes="member: 7027139"><p>Applying Fate rules doesn't require ad-hoc gamedesign. You are just applying rules, and the rules leverage the fact that there will be a human being at the table who can do things trivial for a human being, but impossible for a piece of paper with words written on it. Hm, I wonder, can aspect <em>*The Best Marksman This Side Of Volga</em> help with shooting someone in the face?</p><p></p><p></p><p>I would vehemently disagree in two different ways.</p><p></p><p>First, Monsterhearts is a game with a pretty traditional GM role. The only narrative authority players get is the one MC gives them. It's just Monsterhearts, unlike D&D, is actually a designed game, where Avery bothered to write the most important rules: how to run it, so MC is bound by the rules.</p><p></p><p>Second, nah, they don't really require any better players than D&D does. Playing Monsterhearts is as simple as runnig it: you just follow the damn rules exactly as they are written in the book. That's it. It's no rocket science.</p><p></p><p>If anything, my experience shows that D&D and games of its ilk are guaranteed to suck if the players are passive and cautious (which is exactly what the game encourages them to be), while Monsterhearts works very simple: you either swim, or you drown. Even if the players are passive, the MC will propel the game forward (as "Everyone looks at you and waits for what happens next" is a trigger for an MC move).</p></blockquote><p></p>
[QUOTE="loverdrive, post: 8992193, member: 7027139"] Applying Fate rules doesn't require ad-hoc gamedesign. You are just applying rules, and the rules leverage the fact that there will be a human being at the table who can do things trivial for a human being, but impossible for a piece of paper with words written on it. Hm, I wonder, can aspect [I]*The Best Marksman This Side Of Volga[/I] help with shooting someone in the face? I would vehemently disagree in two different ways. First, Monsterhearts is a game with a pretty traditional GM role. The only narrative authority players get is the one MC gives them. It's just Monsterhearts, unlike D&D, is actually a designed game, where Avery bothered to write the most important rules: how to run it, so MC is bound by the rules. Second, nah, they don't really require any better players than D&D does. Playing Monsterhearts is as simple as runnig it: you just follow the damn rules exactly as they are written in the book. That's it. It's no rocket science. If anything, my experience shows that D&D and games of its ilk are guaranteed to suck if the players are passive and cautious (which is exactly what the game encourages them to be), while Monsterhearts works very simple: you either swim, or you drown. Even if the players are passive, the MC will propel the game forward (as "Everyone looks at you and waits for what happens next" is a trigger for an MC move). [/QUOTE]
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