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Is the DM the most important person at the table
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<blockquote data-quote="Ovinomancer" data-source="post: 7933454" data-attributes="member: 16814"><p>Not setting. Backstory gets confusing between talking about open to players backstory and secret to players backstory. Clearly we haven't been talking about ooen backstory because you don't have to prep that. Secret backstory then? </p><p></p><p></p><p></p><p>Ah, then we have two issues here. One, your players absolutely fell down on their job and two, you felt it was up to you to salvage it. I think abandoning this was the right call, it doesn't seem like it was a good fit for your group.</p><p></p><p>Fair enough, although I didn't actually say you didn't understand something because you didn't enjoy it. If anything, the reverse. Still, good point about assuming.</p><p></p><p>Accepting you do understand this kind of play does leave me confused as to why we're discussing what we're discussing. I mean, if you already know that encouraging player input means you'll have to change how you run, what's the disagreement, again?</p><p></p><p></p><p></p><p>I think they're about that different. I run bith kinds of games, and no myth games are really very different in execution than traditional D&D. The results, though, are both food? As I said, no analogy is perfect.</p><p></p><p></p><p></p><p>Cool, thanks, that's helpful in understanding.</p><p></p><p></p><p></p><p>Yes, I've heard that complaint before. Usually because the person is trying to replicate prepped play with improv and becomes overwhelmed with the details. That may not be your problem, but ut's what I've often seen. And, in the context of D&D, I don't think you're terribly wrong. 5e, for example, uses the4 system for task resolution. This neans that, say, getting past a locked door is going to be tested by which task the player proposes. Bash it down? A strength check is needed which requires the GM to determine how strong the door is, if it's barred, swollen shut, etc. A host of details now need to be determined, and that's just for a door! Yeah, ad libbing 5e isn't easy because the system fights you and that makes your observation true.</p><p></p><p>But, that's not always true. If you use a system that is built to do this kind if play, it's actually not that hard. You have to accept that your job as GM is tightly constrained and lean into it. The PC builds will give you everything you need to kick things off and to carry things forward. If, through play, there's a door that needs kicking down, you don't beed to know anything about it. If tge PC succeeds at the check, the door was able to he kicked open because it just was. If they fail, then the door was barred, or stuck, or magically sealed, or... whatever works in play. Because you aren't ad libbing details but following play and only providing details to explain events, it's loads easier. Fate can play like this, 5e really can't (without some kludgey hacks).</p></blockquote><p></p>
[QUOTE="Ovinomancer, post: 7933454, member: 16814"] Not setting. Backstory gets confusing between talking about open to players backstory and secret to players backstory. Clearly we haven't been talking about ooen backstory because you don't have to prep that. Secret backstory then? Ah, then we have two issues here. One, your players absolutely fell down on their job and two, you felt it was up to you to salvage it. I think abandoning this was the right call, it doesn't seem like it was a good fit for your group. Fair enough, although I didn't actually say you didn't understand something because you didn't enjoy it. If anything, the reverse. Still, good point about assuming. Accepting you do understand this kind of play does leave me confused as to why we're discussing what we're discussing. I mean, if you already know that encouraging player input means you'll have to change how you run, what's the disagreement, again? I think they're about that different. I run bith kinds of games, and no myth games are really very different in execution than traditional D&D. The results, though, are both food? As I said, no analogy is perfect. Cool, thanks, that's helpful in understanding. Yes, I've heard that complaint before. Usually because the person is trying to replicate prepped play with improv and becomes overwhelmed with the details. That may not be your problem, but ut's what I've often seen. And, in the context of D&D, I don't think you're terribly wrong. 5e, for example, uses the4 system for task resolution. This neans that, say, getting past a locked door is going to be tested by which task the player proposes. Bash it down? A strength check is needed which requires the GM to determine how strong the door is, if it's barred, swollen shut, etc. A host of details now need to be determined, and that's just for a door! Yeah, ad libbing 5e isn't easy because the system fights you and that makes your observation true. But, that's not always true. If you use a system that is built to do this kind if play, it's actually not that hard. You have to accept that your job as GM is tightly constrained and lean into it. The PC builds will give you everything you need to kick things off and to carry things forward. If, through play, there's a door that needs kicking down, you don't beed to know anything about it. If tge PC succeeds at the check, the door was able to he kicked open because it just was. If they fail, then the door was barred, or stuck, or magically sealed, or... whatever works in play. Because you aren't ad libbing details but following play and only providing details to explain events, it's loads easier. Fate can play like this, 5e really can't (without some kludgey hacks). [/QUOTE]
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