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Not a Conspiracy Theory: Moving Toward Better Criticism in RPGs
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<blockquote data-quote="Campbell" data-source="post: 8943788" data-attributes="member: 16586"><p>[USER=71699]@clearstream[/USER]</p><p> </p><p>I think there's a fairly large difference between a game where the enumerated rules compel and constrain the GM and the GM being unnecessary. The nature of the role may change, but having someone who is responsible for framing conflicts and determining narrative fallout in accordance with the rules is absolutely vital. I would also say that GM judgement is just as crucial to good Apocalypse World play as it is to say good Vampire Fifth Edition play. It's just directed GM Judgement in that the game tells you where your judgement is required and then gives a set of principles and procedures to make those judgements.</p><p></p><p>I do think there is a big difference between a game where GM judgement is undirected, and the text does not tell you when/where/how to apply it, and one where it is directed and structured. That the role is different doesn't make it less vital though. This may be somewhat controversial, but I see coop Ironsworn and Worlds Without Masters as primarily being more about distributed GMing then the lack of a GM at all. Both rely on players taking on and sharing responsibilities that would normally rest with a GM in more normative play. Worlds Without Masters even goes on to say that if you are responsible for handling a Front that interacts with your PC you must trade fronts with someone else in the play group.</p><p></p><p>A GM is much, much more than someone who makes rulings and/or maintains the pace of play. Ironsworn is somewhat interesting though in that it provides prompts for framing if and when you want to call on them.</p></blockquote><p></p>
[QUOTE="Campbell, post: 8943788, member: 16586"] [USER=71699]@clearstream[/USER] I think there's a fairly large difference between a game where the enumerated rules compel and constrain the GM and the GM being unnecessary. The nature of the role may change, but having someone who is responsible for framing conflicts and determining narrative fallout in accordance with the rules is absolutely vital. I would also say that GM judgement is just as crucial to good Apocalypse World play as it is to say good Vampire Fifth Edition play. It's just directed GM Judgement in that the game tells you where your judgement is required and then gives a set of principles and procedures to make those judgements. I do think there is a big difference between a game where GM judgement is undirected, and the text does not tell you when/where/how to apply it, and one where it is directed and structured. That the role is different doesn't make it less vital though. This may be somewhat controversial, but I see coop Ironsworn and Worlds Without Masters as primarily being more about distributed GMing then the lack of a GM at all. Both rely on players taking on and sharing responsibilities that would normally rest with a GM in more normative play. Worlds Without Masters even goes on to say that if you are responsible for handling a Front that interacts with your PC you must trade fronts with someone else in the play group. A GM is much, much more than someone who makes rulings and/or maintains the pace of play. Ironsworn is somewhat interesting though in that it provides prompts for framing if and when you want to call on them. [/QUOTE]
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