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General Tabletop Discussion
*TTRPGs General
Judgement calls vs "railroading"
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<blockquote data-quote="Imaro" data-source="post: 7081748" data-attributes="member: 48965"><p>I think I agree with you in general... but now we are getting into the necessity of building a dedicated rules structure (to create a scarce resource, determine how one gains it, and regulate how and when it can be used) for narrative control, which at that point I think we have to ask... will this actively enhance (as opposed to not contradict or not get in the way) the play experience for these players to a great enough extent that adding and having to learn these extra rules is desirable? </p><p></p><p>We also have to consider that there is a subset of players, for whatever reason (don't find it fun, like exploration of an objective setting, are casual, etc.) who just don't want to author the narrative. Once you start to add rules that push this playstyle as oppose to allowing it off the cuff, you are making it harder for your game to accommodate and appeal to said players.</p><p></p><p>EDIT: In other words why are we placing an intrinsic and positive value on giving players authorial/narrative control? That's, IMO, part of the problem with this conversation. Many in this thread are assuming that this type of play style is inherently something that we should strive to incorporate or move our games towards (though I've not seen the reverse)... but why is that? Why are we assuming it's inherent positive quality or effect on our games? When honestly I've yet to see anything in this thread that convinces me it's objectively a better way.</p></blockquote><p></p>
[QUOTE="Imaro, post: 7081748, member: 48965"] I think I agree with you in general... but now we are getting into the necessity of building a dedicated rules structure (to create a scarce resource, determine how one gains it, and regulate how and when it can be used) for narrative control, which at that point I think we have to ask... will this actively enhance (as opposed to not contradict or not get in the way) the play experience for these players to a great enough extent that adding and having to learn these extra rules is desirable? We also have to consider that there is a subset of players, for whatever reason (don't find it fun, like exploration of an objective setting, are casual, etc.) who just don't want to author the narrative. Once you start to add rules that push this playstyle as oppose to allowing it off the cuff, you are making it harder for your game to accommodate and appeal to said players. EDIT: In other words why are we placing an intrinsic and positive value on giving players authorial/narrative control? That's, IMO, part of the problem with this conversation. Many in this thread are assuming that this type of play style is inherently something that we should strive to incorporate or move our games towards (though I've not seen the reverse)... but why is that? Why are we assuming it's inherent positive quality or effect on our games? When honestly I've yet to see anything in this thread that convinces me it's objectively a better way. [/QUOTE]
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