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My Attempt to Define RPG's - RPG's aren't actually Games
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<blockquote data-quote="Ovinomancer" data-source="post: 7485912" data-attributes="member: 16814"><p>Where, in your example, does the DM play? This is another problem with your concept -- the DM doesn't ever play the game.</p><p></p><p>To look at Blades in the Dark, again, here's the list of who gets to make the call on what:</p><p></p><p></p><p>As you can see, the players have quite a bit of discretion in dictating how play goes. They have the final say on what can be done. The GM gets to moderate that with how hard what can be done is and what consequences occur (and, not listed here, is there's a player mechanic for denying consequences) and when a roll is needed. So, the players dictate what is happening, the GM sets if there's a check and how hard that check is and what happens if it fails. Otherwise, the players are calling the shots through their play. </p><p></p><p>Now, Blades has a setting that's intricately tied to the mechanics. Everything has repercussions, essentially, and the setting is a strong element of play. But, even there, the setting is very high level because what those details actually are is meant to be determined by the players through play. So, even single game of Blades is unique in setting, because the sketch given is filled in by the players, not the GM, and it's done during play.</p><p></p><p>For what it's worth, the thing that sold me on Blades is 'this is a game where you play scoundrels doing bad things, usually to other bad people. If you want, you can have a criminal enterprise that involves selling drugs to ghosts.' It turns out that selling drugs to ghosts isn't something the rulebook has in it, but you can certainly have that happen in play. It's very, very different from D&D, but it totally scratches that itch for heist/skullduggery games that D&D struggles with. Don't get me wrong, I love 5e, but Blades does a very different thing. It's nice to have more than one toy, sometimes.</p></blockquote><p></p>
[QUOTE="Ovinomancer, post: 7485912, member: 16814"] Where, in your example, does the DM play? This is another problem with your concept -- the DM doesn't ever play the game. To look at Blades in the Dark, again, here's the list of who gets to make the call on what: As you can see, the players have quite a bit of discretion in dictating how play goes. They have the final say on what can be done. The GM gets to moderate that with how hard what can be done is and what consequences occur (and, not listed here, is there's a player mechanic for denying consequences) and when a roll is needed. So, the players dictate what is happening, the GM sets if there's a check and how hard that check is and what happens if it fails. Otherwise, the players are calling the shots through their play. Now, Blades has a setting that's intricately tied to the mechanics. Everything has repercussions, essentially, and the setting is a strong element of play. But, even there, the setting is very high level because what those details actually are is meant to be determined by the players through play. So, even single game of Blades is unique in setting, because the sketch given is filled in by the players, not the GM, and it's done during play. For what it's worth, the thing that sold me on Blades is 'this is a game where you play scoundrels doing bad things, usually to other bad people. If you want, you can have a criminal enterprise that involves selling drugs to ghosts.' It turns out that selling drugs to ghosts isn't something the rulebook has in it, but you can certainly have that happen in play. It's very, very different from D&D, but it totally scratches that itch for heist/skullduggery games that D&D struggles with. Don't get me wrong, I love 5e, but Blades does a very different thing. It's nice to have more than one toy, sometimes. [/QUOTE]
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