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How much control do DMs need?
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<blockquote data-quote="pemerton" data-source="post: 8999142" data-attributes="member: 42582"><p>This hasn't been my experience. A player declaring an action for their PC, and then resolving that, doesn't take more time because the PCs are apart rather than together.</p><p></p><p>As far as establishing location is concerned, having multiple locations isn't a problem in a system that relies on Scene Distinctions (like MHRP). Or in a system where the locations are familiar (like the PCs' starship in Classic Traveller). Or are introduced by a player (like when the PC in Cthulhu Dark needed a coach house to stay in, and the player introduced the Forlorn Trap). Or have already been established.</p><p></p><p>Because play is about the way these characters interact, the way they affect one another, and RPGing is more fun with friends?</p><p></p><p>OK, that's your view.</p><p></p><p>Someone upthread posted that splitting the party is a technical challenge. I posted examples of RPGs where it's not. Now you're telling me it's an aesthetically or socially bad idea. I wasn't really asking for anyone's opinion about the aesthetics or sociality of it, which I'm pretty confident I have a handle on. I was pointing out that it is technically quite feasible in many RPG systems.</p></blockquote><p></p>
[QUOTE="pemerton, post: 8999142, member: 42582"] This hasn't been my experience. A player declaring an action for their PC, and then resolving that, doesn't take more time because the PCs are apart rather than together. As far as establishing location is concerned, having multiple locations isn't a problem in a system that relies on Scene Distinctions (like MHRP). Or in a system where the locations are familiar (like the PCs' starship in Classic Traveller). Or are introduced by a player (like when the PC in Cthulhu Dark needed a coach house to stay in, and the player introduced the Forlorn Trap). Or have already been established. Because play is about the way these characters interact, the way they affect one another, and RPGing is more fun with friends? OK, that's your view. Someone upthread posted that splitting the party is a technical challenge. I posted examples of RPGs where it's not. Now you're telling me it's an aesthetically or socially bad idea. I wasn't really asking for anyone's opinion about the aesthetics or sociality of it, which I'm pretty confident I have a handle on. I was pointing out that it is technically quite feasible in many RPG systems. [/QUOTE]
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