The snarky hyperbole is what made it funny, silly!
Snarky hyperbole is only funny to people who already agree with you. That's a feature of snark, in general.
The snarky hyperbole is what made it funny, silly!
Like say, Earthdawn.This can be an important distinction in games that are not class-based and thus have no hard line between spellcasters and not, especially when the latter bleeds into the community commonly. As a notable example, the vast majority of RuneQuest characters know some magic, albeit not high end; in an equivalent setting, I'd expect most characters to at least recognize a protective circle, if perhaps not all the details about it.
I want the possiblity to exist; and some players (including me sometimes) like the idea of the 'zero' in zero-to-hero actually meaning zero rather than zero-plus-a-bunch-of-not-zero-stuff.Whoever wanted the PCs to be rubes?
The root difference being the GM's creativity has to engage on the fly as opportunity presents, rather than ahead of time.I don't think of it as being discouraged from using their own ideas so much as how they come up with the ideas. What is the impetus for the GM's new idea? Is it related to the PCs in some way? This can be specific (a relative or an enemy or similar) or can be broad (a danger to X when one of the PCs is sworn to defend X).
Which is tangential to the idea of creativity in the moment vs creativity ahead of time, and which of those is more likely to provide a better game.It's just a different way to channel your creativity. We've talked about this kind of stuff before. You actively don't want the game to be "about" the PCs. They're all interchangeable in your eyes (or very close to that). These games are inherently about the PCs. So everything the GM does is meant to be in service to that idea.
The "it stinks" there is pure preference.I think that shift happened much earlier than 4e. I'd say mid-90s, although I think there was plenty of that stuff sooner. At most, that was a phase that you were meant to endure and move past as quickly as possible. And there's a reason... it stinks.
The root difference being the GM's creativity has to engage on the fly as opportunity presents, rather than ahead of time.
Which is tangential to the idea of creativity in the moment vs creativity ahead of time, and which of those is more likely to provide a better game.
And it's not all or nothing. I mean, even the traddest of trad GMs still has to wing it sometimes when things don't go as planned; and even the storiest of story-now GMs will still have some pre-planning in there (e.g. pre-determining the setting and-or genre). There's a big long spectrum in between those.
My take is that GM-side creativity ahead of time, where one has a chance to think it over, refine it, augment it, write it down, or even chuck it if it ain't gonna work, is more likely to provide a better and more consistent game experience than if everything is made up on the fly.
I want the possiblity to exist; and some players (including me sometimes) like the idea of the 'zero' in zero-to-hero actually meaning zero rather than zero-plus-a-bunch-of-not-zero-stuff.
The root difference being the GM's creativity has to engage on the fly as opportunity presents, rather than ahead of time.
Which is tangential to the idea of creativity in the moment vs creativity ahead of time, and which of those is more likely to provide a better game.
And it's not all or nothing. I mean, even the traddest of trad GMs still has to wing it sometimes when things don't go as planned; and even the storiest of story-now GMs will still have some pre-planning in there (e.g. pre-determining the setting and-or genre). There's a big long spectrum in between those.
My take is that GM-side creativity ahead of time, where one has a chance to think it over, refine it, augment it, write it down, or even chuck it if it ain't gonna work, is more likely to provide a better and more consistent game experience than if everything is made up on the fly.
And note that I say "more likely" there; it's not guaranteed. Some GMs are amazing at making things up on the fly and having it all fit together seamlessly, but I'd posit those people are fairly rare*. I'd also posit those same GMs are probably the best players anywhere, because player-side creativity is generally much more on-the-fly as new information becomes known.
* - similar to those truly amazing (and, really, very few) rap musicians who make up all their words and rhymes as they go along and thus never perform the same song twice.
The "it stinks" there is pure preference.
In the same way that people can "play 5e" by using just the class rules, but making up their own rules for action resolution; or may use the action resolution rules but write up their own classes; may use Gygax-style dungeon build and framing rues; or Hickman-esque DL-ish approaches to establishing setting and situation; etc.That seems contradictory regarding what you have said about it. That is has GMing principles that demand it to be run in certain way, whilst 5e really doesn't. Whether this is a good or bad thing is matter of opinion, but that it is really isn't.
Well, Earthdawn is a class based game, and very high dark fantasy one at that.Like say, Earthdawn.
I know that this is part of a parallel conversation. But I thought I would take this opportunity to say that, as described, this does not seem to me to be very player-driven. It seems more like the example from the 3E DMG of the GM using the desire to have Mialee raised as the "lure" for the wererat quest.Eh. I don't really think there is much of a difference in practice. If a chracter is looking for their missing sister and it is then revealed that she was kidnapped by a mysterious cult, it doesn't much matter whether The GM came up with the idea of the cult before and then it occurred to them that the sister thing could be related to that, or whether the GM came up with the cult whilst thinking about the missing sister. If you integrate it well it will feel just as compelling regardless of which thought occurred in the GM's head first. I care much more about the end results than whether the GM arrived to those results by following the orthodox dogma.
Now, if the mysterious cult is something that comes out of or responds or plays upon a player-authored priority, that's a different matter. But at that point, it obviously does matter when and how the GM is coming up with the idea of linking the cult to the sister.
@Campbell gave a brief response. As is my wont, I will give a fuller one.How? What would make it not so? Also note that a half sentence example I came up in a second probably doesn't accurately reflect the full complexity and nuance it would have in play.
Why?
Obviously Burning Wheel is not as widely played as 5e D&D.Nobody really likes their preferences being referred to as an outlier (which I suspect is why @pemerton seems defensive), but sometimes they are, to the best demographic understanding we have anyway. Folks on this forum have certainly informed me that many of my gaming preferences make me an outlier. I'm actually ok with that.
See, this is an oddly dogmatic assertion from someone who professes to renounce dogmatism!If the game dictates that everything must stem from the desires and beliefs of the characters, then we are only allowed to do the character focus episodes.