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How much control do DMs need?
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<blockquote data-quote="Snarf Zagyg" data-source="post: 9003770" data-attributes="member: 7023840"><p>Oh yeah. But I think it was Malthaus who first remarked that there is a certain inevitability to some things.</p><p></p><p></p><p></p><p>Back in 2021, I had a thread here-</p><p></p><p>[URL unfurl="true"]https://www.enworld.org/threads/d-ds-evolution-rulings-rules-and-system-matters.682585/[/URL]</p><p></p><p>I was noodling around at the time with the idea that fundamentally, rules-lite games (like FKR) and games that came from a more story-now tradition were in many ways, fundamentally getting to the same point.</p><p></p><p>It's something I've thought about since originally messing around with Cthulhu Dark-</p><p>[URL unfurl="true"]http://catchyourhare.com/files/Cthulhu%20Dark.pdf[/URL]</p><p></p><p>In looking at this very basic ruleset, I kept going to the same two issues.</p><p></p><p></p><p>First, there was the idea that this simple ruleset could be simple <em>because it assumed a shared fiction</em>. This is the same idea that you see in both FKR games (playing the world) as well as PbTA/FiTD game (explicit and narrow scopes).</p><p></p><p>Second, there was the section called unanswered questions-</p><p></p><p><em><strong>Who decides when to roll Insanity? Who decides when it’s interesting to know how well you do something? Who decides when something disturbs your PC? Who decides whether you might fail? Decide the answers with your group. Make reasonable assumptions. For example, some groups will let the Keeper decide everything. Others will share the decisions. These rules are designed to play prewritten scenarios, run by a Keeper. If you try improvising scenarios or playing without a Keeper, let me know.</strong></em></p><p></p><p>That, right there, is it. Do you need to have a central authority? What does the central authority decide, if anything? Is there prep, or is it improvised? At a certain abstract level, <em>it doesn't matter</em>.</p></blockquote><p></p>
[QUOTE="Snarf Zagyg, post: 9003770, member: 7023840"] Oh yeah. But I think it was Malthaus who first remarked that there is a certain inevitability to some things. Back in 2021, I had a thread here- [URL unfurl="true"]https://www.enworld.org/threads/d-ds-evolution-rulings-rules-and-system-matters.682585/[/URL] I was noodling around at the time with the idea that fundamentally, rules-lite games (like FKR) and games that came from a more story-now tradition were in many ways, fundamentally getting to the same point. It's something I've thought about since originally messing around with Cthulhu Dark- [URL unfurl="true"]http://catchyourhare.com/files/Cthulhu%20Dark.pdf[/URL] In looking at this very basic ruleset, I kept going to the same two issues. First, there was the idea that this simple ruleset could be simple [I]because it assumed a shared fiction[/I]. This is the same idea that you see in both FKR games (playing the world) as well as PbTA/FiTD game (explicit and narrow scopes). Second, there was the section called unanswered questions- [I][B]Who decides when to roll Insanity? Who decides when it’s interesting to know how well you do something? Who decides when something disturbs your PC? Who decides whether you might fail? Decide the answers with your group. Make reasonable assumptions. For example, some groups will let the Keeper decide everything. Others will share the decisions. These rules are designed to play prewritten scenarios, run by a Keeper. If you try improvising scenarios or playing without a Keeper, let me know.[/B][/I] That, right there, is it. Do you need to have a central authority? What does the central authority decide, if anything? Is there prep, or is it improvised? At a certain abstract level, [I]it doesn't matter[/I]. [/QUOTE]
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