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More DMing analysis from Lewis Pulsipher
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<blockquote data-quote="Manbearcat" data-source="post: 6340009" data-attributes="member: 6696971"><p>For anyone interested in reading it:</p><p></p><p></p><p></p><p>This and the AD&D2e "a rule0 for everything" really injected this GMing principle into the bloodstream of TTRPG culture. Obviously, we still see it to this day within a non-insignificant strain of the D&D community and several frequent posters on this board.</p><p></p><p>The answer to "know when to suspend/fudge the action resolution mechanics" naturally becomes <em><strong>whenever the rules get in your way of fashioning this game into whatever you need it to be</strong></em>. "System doesn't matter." As I'm sure anyone who has read my posts knows, I have a stridently unfavorable opinion of this principle and the GMing techniques and play experience (specifically for myself as GM but also for most of the players I have run games for) that emerge from it when it anchors play. </p><p></p><p></p><p></p><p>You'll get no disagreement from me there. </p><p></p><p></p><p></p><p>I think this is why high concept simulation can consistently churn out favorable play experiences while process simulation tends to struggle in the hands of all but the most deft and synched users (GM and table). And done so with less headaches for all parties involved, to boot. This is a point @<em><strong><u><a href="http://www.enworld.org/forum/member.php?u=27160" target="_blank">Balesir</a></u></strong></em> brings up often (of which I agree with completely). Assuming the resolution mechanics are reasonably robust, modeling a genre with merely a tacit nod to process requires much, much less overhead and handling time than modeling (a) the component parts of a stochastic system, (b) the stochastic system itself, and (c) attaining consistent table consensus on interpretation of both a and b.</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 6340009, member: 6696971"] For anyone interested in reading it: This and the AD&D2e "a rule0 for everything" really injected this GMing principle into the bloodstream of TTRPG culture. Obviously, we still see it to this day within a non-insignificant strain of the D&D community and several frequent posters on this board. The answer to "know when to suspend/fudge the action resolution mechanics" naturally becomes [I][B]whenever the rules get in your way of fashioning this game into whatever you need it to be[/B][/I]. "System doesn't matter." As I'm sure anyone who has read my posts knows, I have a stridently unfavorable opinion of this principle and the GMing techniques and play experience (specifically for myself as GM but also for most of the players I have run games for) that emerge from it when it anchors play. You'll get no disagreement from me there. I think this is why high concept simulation can consistently churn out favorable play experiences while process simulation tends to struggle in the hands of all but the most deft and synched users (GM and table). And done so with less headaches for all parties involved, to boot. This is a point @[I][B][U][URL="http://www.enworld.org/forum/member.php?u=27160"]Balesir[/URL][/U][/B][/I] brings up often (of which I agree with completely). Assuming the resolution mechanics are reasonably robust, modeling a genre with merely a tacit nod to process requires much, much less overhead and handling time than modeling (a) the component parts of a stochastic system, (b) the stochastic system itself, and (c) attaining consistent table consensus on interpretation of both a and b. [/QUOTE]
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