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*TTRPGs General
Is the DM the most important person at the table
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<blockquote data-quote="Manbearcat" data-source="post: 7927252" data-attributes="member: 6696971"><p>Interesting discussion. I think my thoughts on this would be as follows:</p><p></p><p>1) GMing each separate game archetype/play priority (contrast Moldvay Basic with Torchbearer with D&D 4e with Dogs in the Vineyard with an early White Wolf game) is difficult...until its not. Its always active and never "easy", but the difficulty-level decreases significantly with time, experience, skill-accrued, and a better understanding of overhead-management.</p><p></p><p>2) Being in a game where you have to heavily advocate for both your PC and the needs of your group (whether that be thematic decision-points, strategic decision-points, or tactical decision-points) while understanding the rules (and maybe even helping the GM in their correct deployment)...that always requires significant mental engagement and therefore never becomes passive or "easy."</p><p></p><p>3) Being a player in a game where the rules are just there to (a) make it feel like you're actively participating in gamestate-changing decision-points and action resolution (b) while the GM is heavily using covert Force to manipulate the gamestate and tell a story...that is a comparatively passive and "easy" experience.</p><p></p><p>[HR][/HR]</p><p></p><p>Personally, once you become significantly skillful and confident in running a game, I don't think the difference between (1) and (2) becomes an overwhelmingly thing, except in the rare cases where (a) you're running a granular hexcrawl and you have to manage a lot of high resolution information along with (b) a lot of rules interactions.</p><p></p><p>Once you're good at it, running Dogs, Blades, Dungeon World, and 4e are CONSIDERABLY less mentally taxing and table time intensive than a 1e, Expert, RC, 3.x, 5e hexcrawl.</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 7927252, member: 6696971"] Interesting discussion. I think my thoughts on this would be as follows: 1) GMing each separate game archetype/play priority (contrast Moldvay Basic with Torchbearer with D&D 4e with Dogs in the Vineyard with an early White Wolf game) is difficult...until its not. Its always active and never "easy", but the difficulty-level decreases significantly with time, experience, skill-accrued, and a better understanding of overhead-management. 2) Being in a game where you have to heavily advocate for both your PC and the needs of your group (whether that be thematic decision-points, strategic decision-points, or tactical decision-points) while understanding the rules (and maybe even helping the GM in their correct deployment)...that always requires significant mental engagement and therefore never becomes passive or "easy." 3) Being a player in a game where the rules are just there to (a) make it feel like you're actively participating in gamestate-changing decision-points and action resolution (b) while the GM is heavily using covert Force to manipulate the gamestate and tell a story...that is a comparatively passive and "easy" experience. [HR][/HR] Personally, once you become significantly skillful and confident in running a game, I don't think the difference between (1) and (2) becomes an overwhelmingly thing, except in the rare cases where (a) you're running a granular hexcrawl and you have to manage a lot of high resolution information along with (b) a lot of rules interactions. Once you're good at it, running Dogs, Blades, Dungeon World, and 4e are CONSIDERABLY less mentally taxing and table time intensive than a 1e, Expert, RC, 3.x, 5e hexcrawl. [/QUOTE]
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