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Judgement calls vs "railroading"
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<blockquote data-quote="Imaro" data-source="post: 7091485" data-attributes="member: 48965"><p>This was in reference to Law's player types which were brought up earlier in the thread. But to try to simplify it so you don't have to go over numerous posts to get the gist of it... I was using it as a shorthand for what I think you and some others would call incoherent design (and please correct me if I am making an incorrect assumption here.) It would be the type of fun that comes from a game that caters to (or can be run in a way that caters to) numerous agendas of fun as opposed to being focused on creating a narrower but more focused specific type of fun.</p><p></p><p>I am saying I enjoy D&D more than BW because if I want to focus on beliefs I can in D&D through ideals, bonds, flaws and inspirtation... but I don't have to if I don't want to. I could instead focus on tactical and strategic combat, or focus on the fun of powergaming and so on. BW is focused on a specific type of fun, expressed through acting upon the beliefs of the characters the players have created (admittedly, I could be off about this, but it's the impression your posts have given me). If I don't want to focus on said beliefs... why would I run BW? I don't really have to ask myself that question with D&D... I can drift it into numerous types of fun depending on what my players want in a particular session or even in a particular moment.</p><p></p><p></p><p></p><p></p><p>It's not about a level of seriousness... it's about the mechanics of the game and what they bring about... as an example, If I remember correctly Heroquest has a mechanic that increases or decreases DC's based on dramatic appropriateness. But if I want to play a more tactical/simmulationist game this doesn't work for me. MHRP is lauded as a game that balances Jubilee and the Hulk and has little to any mechanical tactical play in combat... how do I drift that so the powergamers or the strategist/tacticians in my group have fun? These games are created to produce very specific gameplay. </p><p></p><p></p><p></p><p>Why couldn't I? Are you saying D&D can't be run as a player driven game? </p><p></p><p></p><p></p><p>It's not contradicting the claim... it's contrasting the reasons. I would rather play with my friends and family than with the people necessary for a specific game. In one instance I am choosing people because they are my friends and family then picking a game that will accommodate all of our goals and wants as players... while in the other instance I am choosing a game thewn picking people who fit within the parameters of said game well enough to produce the expected experience.</p></blockquote><p></p>
[QUOTE="Imaro, post: 7091485, member: 48965"] This was in reference to Law's player types which were brought up earlier in the thread. But to try to simplify it so you don't have to go over numerous posts to get the gist of it... I was using it as a shorthand for what I think you and some others would call incoherent design (and please correct me if I am making an incorrect assumption here.) It would be the type of fun that comes from a game that caters to (or can be run in a way that caters to) numerous agendas of fun as opposed to being focused on creating a narrower but more focused specific type of fun. I am saying I enjoy D&D more than BW because if I want to focus on beliefs I can in D&D through ideals, bonds, flaws and inspirtation... but I don't have to if I don't want to. I could instead focus on tactical and strategic combat, or focus on the fun of powergaming and so on. BW is focused on a specific type of fun, expressed through acting upon the beliefs of the characters the players have created (admittedly, I could be off about this, but it's the impression your posts have given me). If I don't want to focus on said beliefs... why would I run BW? I don't really have to ask myself that question with D&D... I can drift it into numerous types of fun depending on what my players want in a particular session or even in a particular moment. It's not about a level of seriousness... it's about the mechanics of the game and what they bring about... as an example, If I remember correctly Heroquest has a mechanic that increases or decreases DC's based on dramatic appropriateness. But if I want to play a more tactical/simmulationist game this doesn't work for me. MHRP is lauded as a game that balances Jubilee and the Hulk and has little to any mechanical tactical play in combat... how do I drift that so the powergamers or the strategist/tacticians in my group have fun? These games are created to produce very specific gameplay. Why couldn't I? Are you saying D&D can't be run as a player driven game? It's not contradicting the claim... it's contrasting the reasons. I would rather play with my friends and family than with the people necessary for a specific game. In one instance I am choosing people because they are my friends and family then picking a game that will accommodate all of our goals and wants as players... while in the other instance I am choosing a game thewn picking people who fit within the parameters of said game well enough to produce the expected experience. [/QUOTE]
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