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Judgement calls vs "railroading"
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<blockquote data-quote="Campbell" data-source="post: 7082110" data-attributes="member: 16586"><p>The primary reason why I am so down on a flexible approach comes down to expectations. The value of any social system is setting expectations and granting permissions. When I am playing in a game where GM techniques are bound to change moment to moment I have no way to meaningfully make impactful decisions. I cannot feel the ground underneath my feet. If a game does not optimally fit the experience I am looking for I can either sit this one out or take on the interests of the game and have a measure of fun. When I have tried running games like this in the past the cognitive weight of constantly reading the room and prioritizing one player's desires over another was soul crushing for me.</p><p></p><p>The pain point for me is this: we get a situation where we all sit around the table and try to play our own individual games instead of playing the same game. We do not address our very real conflicts of interest. Instead we depend on the GM to smooth them over. When things become untenable socially we look to the GM to resolve our social conflict and lack of trust in each other. We put all the responsibility on the GM for our own fun making running a game an onerous task. Because the GM takes on this extra social responsibility this can often shift the dynamics away from one where we are peers, fellow gamers, and creative collaborators.</p><p></p><p>Upthread [MENTION=29398]Lanefan[/MENTION] bulked a bit when I suggested that any player could air a grievance about the fiction or group direction openly. This sort of thing as a common fixture of my play group. It is expected that we are all going to work together to resolve player level conflicts of interest. It is a necessary component to ensuring that all players remain engaged and motivated. Hacking the game is something that is always on the table as well as making adjustments to our characters and the fiction.</p></blockquote><p></p>
[QUOTE="Campbell, post: 7082110, member: 16586"] The primary reason why I am so down on a flexible approach comes down to expectations. The value of any social system is setting expectations and granting permissions. When I am playing in a game where GM techniques are bound to change moment to moment I have no way to meaningfully make impactful decisions. I cannot feel the ground underneath my feet. If a game does not optimally fit the experience I am looking for I can either sit this one out or take on the interests of the game and have a measure of fun. When I have tried running games like this in the past the cognitive weight of constantly reading the room and prioritizing one player's desires over another was soul crushing for me. The pain point for me is this: we get a situation where we all sit around the table and try to play our own individual games instead of playing the same game. We do not address our very real conflicts of interest. Instead we depend on the GM to smooth them over. When things become untenable socially we look to the GM to resolve our social conflict and lack of trust in each other. We put all the responsibility on the GM for our own fun making running a game an onerous task. Because the GM takes on this extra social responsibility this can often shift the dynamics away from one where we are peers, fellow gamers, and creative collaborators. Upthread [MENTION=29398]Lanefan[/MENTION] bulked a bit when I suggested that any player could air a grievance about the fiction or group direction openly. This sort of thing as a common fixture of my play group. It is expected that we are all going to work together to resolve player level conflicts of interest. It is a necessary component to ensuring that all players remain engaged and motivated. Hacking the game is something that is always on the table as well as making adjustments to our characters and the fiction. [/QUOTE]
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