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Is the DM the most important person at the table
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<blockquote data-quote="Nagol" data-source="post: 7927783" data-attributes="member: 23935"><p>He specifically requested ideas for a running 5e game. That some versions of FATE use collaborative world-building is pretty useless in that context. Buffing inspiration may be a worthwhile endeavour for many reasons, but it isn't going to provide a multi-hour per session outlet for every player. Nor are the players likely to <em>want</em> a multi-hour prep-time to play the game.</p><p></p><p>5e, like other editions of D&D has game conceits that include player exploratory play. Now you <em>can</em> bend, spindle, and fold the game engine to remove player exploratory play in favour of table exploratory play ("play to see what happens" a la FATE, Burning Wheel, or Dungeonworld), but the game tends not to act or feel the same (pretty much by definition).</p><p></p><p>You tend to lose site maps, pre-placed encounters, and thus any form of foreshadowing and meaningful player strategy based on discerned context, especially compared to sandbox play. AP play is easier to emulate. Which may or may not be too great a sacrifice for the table. It is for me as a player.</p><p></p><p>5e provides none of the tools found in games where that is a specific design choice. That makes it a pretty poor cousin in comparison to games where it is the normal play.</p></blockquote><p></p>
[QUOTE="Nagol, post: 7927783, member: 23935"] He specifically requested ideas for a running 5e game. That some versions of FATE use collaborative world-building is pretty useless in that context. Buffing inspiration may be a worthwhile endeavour for many reasons, but it isn't going to provide a multi-hour per session outlet for every player. Nor are the players likely to [I]want[/I] a multi-hour prep-time to play the game. 5e, like other editions of D&D has game conceits that include player exploratory play. Now you [I]can[/I] bend, spindle, and fold the game engine to remove player exploratory play in favour of table exploratory play ("play to see what happens" a la FATE, Burning Wheel, or Dungeonworld), but the game tends not to act or feel the same (pretty much by definition). You tend to lose site maps, pre-placed encounters, and thus any form of foreshadowing and meaningful player strategy based on discerned context, especially compared to sandbox play. AP play is easier to emulate. Which may or may not be too great a sacrifice for the table. It is for me as a player. 5e provides none of the tools found in games where that is a specific design choice. That makes it a pretty poor cousin in comparison to games where it is the normal play. [/QUOTE]
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