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General Tabletop Discussion
*TTRPGs General
Judgement calls vs "railroading"
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<blockquote data-quote="Tony Vargas" data-source="post: 7098731" data-attributes="member: 996"><p>That's a spectrum so clearly subjective, I'm tempted to ignore it. But, I'm also bothered by it, because if you evaluate a game that way, you can make a system that requires a lot of work from the GM seem desirable over one that doesn't for those DMs that like doing the work - but, the thing is, you could probably put in a lot of whatever kind of work you enjoy even with a system that doesn't actually require it, too. </p><p></p><p>So, alternatively, what about a spectrum of <strong>discretionary vs necessary</strong>? On the far left, the GM can put in only the work he enjoys, to the degree he enjoys it, on the far right, there is a great deal of mandatory workload/mental-overhead, even if it's still entirely possible a given GM might enjoy all of it.</p><p></p><p> This sounds more like a function than a spectrum, but I suppose it could be a continuum of the net results, ie: with the Utility end of the spectrum having no net cost (all cost returns corresponding utility) and Cost end no net utility (cost overwhelms any utility it may provide)?</p><p></p><p> If those can mitigate, I suppose, say 'familiarity' could, as well. If the burden imposed by the system is predictable and intuitive, that makes it easier to work with, but if it's familiar & mastered to the point of being second nature, it'll be just as much easier to work with, too. </p><p>I suppose that could be thought of as sunk cost or investment, as well.</p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 7098731, member: 996"] That's a spectrum so clearly subjective, I'm tempted to ignore it. But, I'm also bothered by it, because if you evaluate a game that way, you can make a system that requires a lot of work from the GM seem desirable over one that doesn't for those DMs that like doing the work - but, the thing is, you could probably put in a lot of whatever kind of work you enjoy even with a system that doesn't actually require it, too. So, alternatively, what about a spectrum of [b]discretionary vs necessary[/b]? On the far left, the GM can put in only the work he enjoys, to the degree he enjoys it, on the far right, there is a great deal of mandatory workload/mental-overhead, even if it's still entirely possible a given GM might enjoy all of it. This sounds more like a function than a spectrum, but I suppose it could be a continuum of the net results, ie: with the Utility end of the spectrum having no net cost (all cost returns corresponding utility) and Cost end no net utility (cost overwhelms any utility it may provide)? If those can mitigate, I suppose, say 'familiarity' could, as well. If the burden imposed by the system is predictable and intuitive, that makes it easier to work with, but if it's familiar & mastered to the point of being second nature, it'll be just as much easier to work with, too. I suppose that could be thought of as sunk cost or investment, as well. [/QUOTE]
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Judgement calls vs "railroading"
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