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Judgement calls vs "railroading"
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<blockquote data-quote="Lanefan" data-source="post: 7090326" data-attributes="member: 29398"><p>Well, yeah; because from the player side what they perceive as happening at the table <strong>is</strong> what happens at the table as far as they're concerned; and that's what matters.</p><p></p><p>I'll dispute the need for transparency, in that (both as player and DM) I don't care how the end-result fun game came to be, I just care that it happened.</p><p></p><p>This is the same view I take of most things mechanical (e.g. cars) or electronic (e.g. computers) - I don't really give a damn <strong>how</strong> they work and am not very interested in learning; I care only <strong>that</strong> they work and do what I want them to do when I want them to do it, and that I can trust them to consistently do so.</p><p></p><p>As a player, when I sit down to a game I'm not that concerned with what the DM is doing to generate the story-gameworld-setting etc., I'm only concerned that she in fact generates something we can play in and that we have fun doing so. As a DM I know my players feel pretty much the same way - in fact one of my players just this evening was very emphatic in saying so! The DM trusts the players, and they trust the DM.</p><p></p><p>If that trust isn't there, however, it's easy to envision a call for transparency to replace it.</p><p></p><p>Organic storytelling probably means something different to every one of us posting here, so I'll not wade in to that one.</p><p></p><p>Authentic communication - this sounds like another way of saying transparency. See above.</p><p></p><p>Authentic experiences - I as a player have an authentic experience every session; in that I was in fact there and played the game. If you're by this referring instead to character experiences, those are authentic too. Finding out later that the Baron you've been working for is in fact an agent of the enemy and that all this time you've been working for the wrong side doesn't make any of the previous play experiences any less authentic <strong>at the time they were played</strong>, which is the only time that matters.</p><p></p><p></p><p>I guess my main contentions are</p><p></p><p>a) that this all simply doesn't matter as much as some here seem to think it does...we've long since passed the threshold of way overthinking this stuff</p><p>b) that authenticity (the way the term is used here) and transparency may be being sought largely due to lack of trust in one's DM (or, if DM, lack of trust in one's players and-or oneself)</p><p>c) that player enjoyment matters most and if such can be best achieved by illusionism (which is my own view, based on experience) then I'll happily be an illusionist</p><p>d) that DM enjoyment largely stems from player enjoyment, making points c) and d) here somewhat symbiotic</p><p></p><p>I agree we should not avoid discussion of our differences but I'm also quite happy to debate or argue the merits (or demerits) of various approaches.</p><p></p><p>With this I completely agree. There's little point in echo chambers.</p><p></p><p>Lan-"I retain the right to at any time argue with the echoes"-efan</p></blockquote><p></p>
[QUOTE="Lanefan, post: 7090326, member: 29398"] Well, yeah; because from the player side what they perceive as happening at the table [B]is[/B] what happens at the table as far as they're concerned; and that's what matters. I'll dispute the need for transparency, in that (both as player and DM) I don't care how the end-result fun game came to be, I just care that it happened. This is the same view I take of most things mechanical (e.g. cars) or electronic (e.g. computers) - I don't really give a damn [B]how[/B] they work and am not very interested in learning; I care only [B]that[/B] they work and do what I want them to do when I want them to do it, and that I can trust them to consistently do so. As a player, when I sit down to a game I'm not that concerned with what the DM is doing to generate the story-gameworld-setting etc., I'm only concerned that she in fact generates something we can play in and that we have fun doing so. As a DM I know my players feel pretty much the same way - in fact one of my players just this evening was very emphatic in saying so! The DM trusts the players, and they trust the DM. If that trust isn't there, however, it's easy to envision a call for transparency to replace it. Organic storytelling probably means something different to every one of us posting here, so I'll not wade in to that one. Authentic communication - this sounds like another way of saying transparency. See above. Authentic experiences - I as a player have an authentic experience every session; in that I was in fact there and played the game. If you're by this referring instead to character experiences, those are authentic too. Finding out later that the Baron you've been working for is in fact an agent of the enemy and that all this time you've been working for the wrong side doesn't make any of the previous play experiences any less authentic [B]at the time they were played[/B], which is the only time that matters. I guess my main contentions are a) that this all simply doesn't matter as much as some here seem to think it does...we've long since passed the threshold of way overthinking this stuff b) that authenticity (the way the term is used here) and transparency may be being sought largely due to lack of trust in one's DM (or, if DM, lack of trust in one's players and-or oneself) c) that player enjoyment matters most and if such can be best achieved by illusionism (which is my own view, based on experience) then I'll happily be an illusionist d) that DM enjoyment largely stems from player enjoyment, making points c) and d) here somewhat symbiotic I agree we should not avoid discussion of our differences but I'm also quite happy to debate or argue the merits (or demerits) of various approaches. With this I completely agree. There's little point in echo chambers. Lan-"I retain the right to at any time argue with the echoes"-efan [/QUOTE]
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