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How much control do DMs need?
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<blockquote data-quote="Snarf Zagyg" data-source="post: 9004771" data-attributes="member: 7023840"><p>Personally, I look for ambiguity in my games because life is ambiguous. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p></p><p></p><p>But this response to me earlier is what I wanted to get to. I will reiterate the same thing that I continue to say- this is why these conversations are impossible. You are not going to get the satisfaction you want, simply because your ideas are not wrong, nor right, but completely orthogonal to the ideas that others might have.</p><p></p><p>Look to the premise of the thread as articulated by [USER=7035894]@Clint_L[/USER] - he wanted to play 5e, but use the resolution mechanic of <em>Fiasco</em>. This type of hack, or mix-and-match, is not just allowed, <em>but common and accepted in D&D</em>. That's why, for example, someone could just say (as I alluded to earlier) that they totally grokked Everway because they are running diceless 2e. Right now, in addition to my various FKR and rules-lite games (most of which I design myself as quick oneshots), I run three different types of D&D games-</p><p>1. A heavily modified OD&D / AD&D informed by ... um ... way too many decades.</p><p>2. A heavily modified 5e that primarily relies on heuristics and resolution mechanics picked up from years of playing games like Amber DRPG and various rules-lite games, and bends heavily in the OSR direction.</p><p>3. A 5e game that is mostly by the book (for instruction purposes), albeit somewhat streamlined. </p><p></p><p>Now, this is something that you don't really see with most other systems. For example, imagine someone said this to you:</p><p><em>I just finished the greatest ever Blades in the Dark Campaign! But we didn't like the setting, so we played it in rural Greece. And instead of a heist, it was heroic fantasy involving Greek Gods and monsters. The flashback system didn't work for us, so we ignored it, and we had to use a static inventory. Also? Derek was going MAXIMUM DEREK so we incorporated a more prep-heavy, Game Master decides resolution system. Anyway, at a certain point after killing the Medusa, we found a portal to a spaceship that crashlanded in a post-apocalyptic planet filled with Mutants! </em></p><p></p><p>You would probably say to them ... um, BiTD is pretty focused. I'm glad you had fun ... but you weren't playing BiTD. And in that context, you'd be right ... or, at least <em>a lot more right </em>than you are with D&D. </p><p></p><p>And that's what it gets down to. At a certain higher level, a lot of these conversations will continue to be people talking past each other. It's completely awesome and acceptable that you like focused games. That you look to the rules. But if you keep ignoring what people are telling you about their own preferences, which are not the same as yours (which should be okay!) you won't see why these conversations can't be resolved satisfactorily.</p></blockquote><p></p>
[QUOTE="Snarf Zagyg, post: 9004771, member: 7023840"] Personally, I look for ambiguity in my games because life is ambiguous. :) But this response to me earlier is what I wanted to get to. I will reiterate the same thing that I continue to say- this is why these conversations are impossible. You are not going to get the satisfaction you want, simply because your ideas are not wrong, nor right, but completely orthogonal to the ideas that others might have. Look to the premise of the thread as articulated by [USER=7035894]@Clint_L[/USER] - he wanted to play 5e, but use the resolution mechanic of [I]Fiasco[/I]. This type of hack, or mix-and-match, is not just allowed, [I]but common and accepted in D&D[/I]. That's why, for example, someone could just say (as I alluded to earlier) that they totally grokked Everway because they are running diceless 2e. Right now, in addition to my various FKR and rules-lite games (most of which I design myself as quick oneshots), I run three different types of D&D games- 1. A heavily modified OD&D / AD&D informed by ... um ... way too many decades. 2. A heavily modified 5e that primarily relies on heuristics and resolution mechanics picked up from years of playing games like Amber DRPG and various rules-lite games, and bends heavily in the OSR direction. 3. A 5e game that is mostly by the book (for instruction purposes), albeit somewhat streamlined. Now, this is something that you don't really see with most other systems. For example, imagine someone said this to you: [I]I just finished the greatest ever Blades in the Dark Campaign! But we didn't like the setting, so we played it in rural Greece. And instead of a heist, it was heroic fantasy involving Greek Gods and monsters. The flashback system didn't work for us, so we ignored it, and we had to use a static inventory. Also? Derek was going MAXIMUM DEREK so we incorporated a more prep-heavy, Game Master decides resolution system. Anyway, at a certain point after killing the Medusa, we found a portal to a spaceship that crashlanded in a post-apocalyptic planet filled with Mutants! [/I] You would probably say to them ... um, BiTD is pretty focused. I'm glad you had fun ... but you weren't playing BiTD. And in that context, you'd be right ... or, at least [I]a lot more right [/I]than you are with D&D. And that's what it gets down to. At a certain higher level, a lot of these conversations will continue to be people talking past each other. It's completely awesome and acceptable that you like focused games. That you look to the rules. But if you keep ignoring what people are telling you about their own preferences, which are not the same as yours (which should be okay!) you won't see why these conversations can't be resolved satisfactorily. [/QUOTE]
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