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How much control do DMs need?
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<blockquote data-quote="AbdulAlhazred" data-source="post: 8999563" data-attributes="member: 82106"><p>Do you have some sort of logic and observation by which you support this seemingly arbitrary assertion? Because I've played quite a few games which are not based on an all-powerful GM who masters all the fiction. I can see no reason whatsoever to assert that what you call 'traditional' RPGs are in any way shape or form easier to run different types of games with. I think its going to be incredibly hard to back up any assertion either way, so I am not really making one. If I WERE to make such an assertion I would say that the traditional GM role, particularly the GM's relationship to the fiction, is QUITE limiting and restricts such games to a fairly limited subset of the total space of possible interesting RPGs. I think what you assert is OFTEN asserted, but mostly by people who are simply not considering the true range of RPG design in its various dimensions of genre, agenda, tone, process of play, and other variables.</p><p></p><p>Getting the game started? D&D has ANY support AT ALL for this? Huh? No, you need to read more games! I mean even amongst traditional games you need look no further than Traveller for a game that provides much more depth and useful stuff in character generation. I disagree about 'resolving life or death conflicts' as well. There is simply nothing about the way D&D does this which is superior to, or even on a par with, what many other games do. Dungeon World and other fairly similar PbtAs (a lot of PbtAs) for instance offer much greater flexibility in terms of resolving situations of all types, deadly or not.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 8999563, member: 82106"] Do you have some sort of logic and observation by which you support this seemingly arbitrary assertion? Because I've played quite a few games which are not based on an all-powerful GM who masters all the fiction. I can see no reason whatsoever to assert that what you call 'traditional' RPGs are in any way shape or form easier to run different types of games with. I think its going to be incredibly hard to back up any assertion either way, so I am not really making one. If I WERE to make such an assertion I would say that the traditional GM role, particularly the GM's relationship to the fiction, is QUITE limiting and restricts such games to a fairly limited subset of the total space of possible interesting RPGs. I think what you assert is OFTEN asserted, but mostly by people who are simply not considering the true range of RPG design in its various dimensions of genre, agenda, tone, process of play, and other variables. Getting the game started? D&D has ANY support AT ALL for this? Huh? No, you need to read more games! I mean even amongst traditional games you need look no further than Traveller for a game that provides much more depth and useful stuff in character generation. I disagree about 'resolving life or death conflicts' as well. There is simply nothing about the way D&D does this which is superior to, or even on a par with, what many other games do. Dungeon World and other fairly similar PbtAs (a lot of PbtAs) for instance offer much greater flexibility in terms of resolving situations of all types, deadly or not. [/QUOTE]
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