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Interesting Ryan Dancey comment on "lite" RPGs
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<blockquote data-quote="SweeneyTodd" data-source="post: 2386340" data-attributes="member: 9391"><p>I'm <em>realllllly</em> not expressing myself well, I think. My apologies.</p><p></p><p>Part of this is my lack of ability to relate to the whole "Well, then it's just GM fiat" argument. We have as much "Player fiat" in the games I run, if anything. I give players pretty broad narration rights. I don't have prepared plots, and the players are responsible for deciding the direction they want to take their characters. So if you're reading what I'm saying as advocating railroading, we've got a big disconnect.</p><p></p><p>I'm not saying anything about what the best solution is. I am saying that it's the responsibility of the GM to come up with challenging, interesting situations. I sort of assumed that "what the GM determines is the best solution" isn't done anymore. </p><p></p><p>I probably got off track with the whole silly boulder scenario. Someone was advocating "The rules should handle X specifically", where X was "how much can a character lift". What I was trying to say was, why is X so important that it's front and center stage? If it's part of an interesting conflict (or challenge, or whatever), then assign a difficulty. If it's not, then it's not worth spending "screen time" on.</p><p></p><p>Help me out here. Are you saying that if I go "Oh, those are pretty heavy, DC 25", instead of having predetermined the size of boulders that might fall randomly based on the stone makeup of the tunnel, that I'm railroading? I feel a little lost here. <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></blockquote><p></p>
[QUOTE="SweeneyTodd, post: 2386340, member: 9391"] I'm [i]realllllly[/i] not expressing myself well, I think. My apologies. Part of this is my lack of ability to relate to the whole "Well, then it's just GM fiat" argument. We have as much "Player fiat" in the games I run, if anything. I give players pretty broad narration rights. I don't have prepared plots, and the players are responsible for deciding the direction they want to take their characters. So if you're reading what I'm saying as advocating railroading, we've got a big disconnect. I'm not saying anything about what the best solution is. I am saying that it's the responsibility of the GM to come up with challenging, interesting situations. I sort of assumed that "what the GM determines is the best solution" isn't done anymore. I probably got off track with the whole silly boulder scenario. Someone was advocating "The rules should handle X specifically", where X was "how much can a character lift". What I was trying to say was, why is X so important that it's front and center stage? If it's part of an interesting conflict (or challenge, or whatever), then assign a difficulty. If it's not, then it's not worth spending "screen time" on. Help me out here. Are you saying that if I go "Oh, those are pretty heavy, DC 25", instead of having predetermined the size of boulders that might fall randomly based on the stone makeup of the tunnel, that I'm railroading? I feel a little lost here. :) [/QUOTE]
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