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How much control do DMs need?
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<blockquote data-quote="pemerton" data-source="post: 9000022" data-attributes="member: 42582"><p>It does help me understand your posts, thank you.</p><p></p><p>I don't think other posters who have asserted that D&D is notably flexible have been intending the same thing, though. At least, that is not at all how their posts have read to me.</p><p></p><p>This is the proposition I flagged in one of my posts not too far upthread: ie that "rule zero" changes the normative expectations about game play, and that "flexibility" describes a type of normative expectation.</p><p></p><p>Again, this is not what I have taken most of the <em>D&D is flexible</em> proponents to be saying. To me, they seem to have been pointing to elements of the rules considered as a framework for play, rather than to normative expectations of the participants towards various participant roles.</p><p></p><p>My understanding - as someone who did not take part in the discussions you're referring to, but has read quite a few essays, blogs, message board discussions, etc that came out of them - is that the principle concern was to <em>design complete and functional games</em> that did not rely on <em>GM-as-glue</em>. That's an important design goal, and one that I've discussed with others in many threads over the years. But I don't see it as having very much bearing on the flexibility issue. In the last part of this reply I will explain these doubts.</p><p></p><p>To me, all this seems to point to a necessary condition of the sort of flexibility you are describing: namely, without "rule zero" the appropriate normative orientation will not be present.</p><p></p><p>I personally have doubts about that claim, which I've illustrated upthread by pointing to the "Advanced F***ery" chapter of AW. Similarly, the existence of various BW supplements like The Blossoms are Falling, Burning Sands (? is that the right name - the Dune one), plus stuff in the Magic Burner and Monster Burner, clearly shows that "kitbashing" is expected: the supplements just happen to be the kitbashing that the designers are offering for sale. Etc.</p><p></p><p>But even if the claim about a necessary condition were accepted, that wouldn't establish that D&D meets whatever conditions are <em>sufficient</em> for being a flexible system. And that is what I have been focusing on in my posts. The Luke Crane hide-in-shadows anecdote is intended as one illustration of how D&D struggles to meet those conditions. (Outside of 4e D&D.)</p></blockquote><p></p>
[QUOTE="pemerton, post: 9000022, member: 42582"] It does help me understand your posts, thank you. I don't think other posters who have asserted that D&D is notably flexible have been intending the same thing, though. At least, that is not at all how their posts have read to me. This is the proposition I flagged in one of my posts not too far upthread: ie that "rule zero" changes the normative expectations about game play, and that "flexibility" describes a type of normative expectation. Again, this is not what I have taken most of the [I]D&D is flexible[/I] proponents to be saying. To me, they seem to have been pointing to elements of the rules considered as a framework for play, rather than to normative expectations of the participants towards various participant roles. My understanding - as someone who did not take part in the discussions you're referring to, but has read quite a few essays, blogs, message board discussions, etc that came out of them - is that the principle concern was to [I]design complete and functional games[/I] that did not rely on [I]GM-as-glue[/I]. That's an important design goal, and one that I've discussed with others in many threads over the years. But I don't see it as having very much bearing on the flexibility issue. In the last part of this reply I will explain these doubts. To me, all this seems to point to a necessary condition of the sort of flexibility you are describing: namely, without "rule zero" the appropriate normative orientation will not be present. I personally have doubts about that claim, which I've illustrated upthread by pointing to the "Advanced F***ery" chapter of AW. Similarly, the existence of various BW supplements like The Blossoms are Falling, Burning Sands (? is that the right name - the Dune one), plus stuff in the Magic Burner and Monster Burner, clearly shows that "kitbashing" is expected: the supplements just happen to be the kitbashing that the designers are offering for sale. Etc. But even if the claim about a necessary condition were accepted, that wouldn't establish that D&D meets whatever conditions are [I]sufficient[/I] for being a flexible system. And that is what I have been focusing on in my posts. The Luke Crane hide-in-shadows anecdote is intended as one illustration of how D&D struggles to meet those conditions. (Outside of 4e D&D.) [/QUOTE]
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