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General Tabletop Discussion
*TTRPGs General
Judgement calls vs "railroading"
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<blockquote data-quote="Imaro" data-source="post: 7090385" data-attributes="member: 48965"><p>Honestly I almost wish that was the answer. I am looking for the part of the game where the GM gets to unleash his unbridled creativity and it just seems lacking in this department compared to more traditional roleplaying games. One of my main purposes in stepping up to run game is that as DM/GM I get to express my creativity on a broader palette than that of a player but in these games it seems my palette is just as limited (and maybe even moreso) than that of the players. For one of my primary interests in choosing to run a game these indie games strike me as overly restrictive and underwhelming. i don't thiunk I'd have any interest in running them though I'd be interested in giving them a whirl as a player.</p><p></p><p></p><p></p><p>I'd be interested in understanding better if these are all supposed to be of equal weight? My impressions from this thread has been that during a success... players having their say, through the successful achievement of their goals, is pretty much the driving force with the system providing the mechanisms for that success to come about (or fail) and the GM seemingly providing mostly color (unless they fail). Yet there seems to be no point where the DM gets to be the driving force... if I am mistaken about this then tell me in what situation are the GM's desires (independent of the players) ever the primary driving force or even able to be expressed in this type of game. If they can't be then this identifies one of the major problems I would have with running games like this. </p><p></p><p></p><p></p><p></p><p></p><p>Wait so on a failure the DM is given primary control for driving the fiction (which is what I was getting at with the initial question). The mechanics and players are prominent in the resolution (just as they would be in a traditional system) but seem, at least from this example, to have little or no power in determination of the fiction and effect of a consequence of failure... is this correct? And if so are these consequences the DM then inflicts upon the players constrained in any way other then having to logically follow from the fiction (which again seems to be the same as in a traditional game)?</p></blockquote><p></p>
[QUOTE="Imaro, post: 7090385, member: 48965"] Honestly I almost wish that was the answer. I am looking for the part of the game where the GM gets to unleash his unbridled creativity and it just seems lacking in this department compared to more traditional roleplaying games. One of my main purposes in stepping up to run game is that as DM/GM I get to express my creativity on a broader palette than that of a player but in these games it seems my palette is just as limited (and maybe even moreso) than that of the players. For one of my primary interests in choosing to run a game these indie games strike me as overly restrictive and underwhelming. i don't thiunk I'd have any interest in running them though I'd be interested in giving them a whirl as a player. I'd be interested in understanding better if these are all supposed to be of equal weight? My impressions from this thread has been that during a success... players having their say, through the successful achievement of their goals, is pretty much the driving force with the system providing the mechanisms for that success to come about (or fail) and the GM seemingly providing mostly color (unless they fail). Yet there seems to be no point where the DM gets to be the driving force... if I am mistaken about this then tell me in what situation are the GM's desires (independent of the players) ever the primary driving force or even able to be expressed in this type of game. If they can't be then this identifies one of the major problems I would have with running games like this. Wait so on a failure the DM is given primary control for driving the fiction (which is what I was getting at with the initial question). The mechanics and players are prominent in the resolution (just as they would be in a traditional system) but seem, at least from this example, to have little or no power in determination of the fiction and effect of a consequence of failure... is this correct? And if so are these consequences the DM then inflicts upon the players constrained in any way other then having to logically follow from the fiction (which again seems to be the same as in a traditional game)? [/QUOTE]
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