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<blockquote data-quote="Celebrim" data-source="post: 8998611" data-attributes="member: 4937"><p>John Wick, is that you?</p><p></p><p>That is very passionately argued. But I hope you realize while making that argument that all you are arguing for is the superiority of railroads over other forms of play. Your argument is essentially that railroads make better games because GM understand what players want and good players don't try to ruin the game by thwarting the GMs plans for them, and that GMs should take advantage of the fact that no game is a perfect simulation (and indeed in your argument no game should be) to manipulate events such that they come out in the way that the GM desires. This in your opinion results in the most exciting game. Games where the big climax is subverted by player action are by your argument bland.</p><p></p><p>And I certainly don't deny that this approach can lead to fun, nor do I deny that there are some tables that like it. But I can't help but note just how your argument drips with condescension toward the players. You say things like: </p><p></p><p></p><p></p><p>And then you reason that GMs should protect the ignorant self-defeating players from themselves. And I can't help but think that the path you outline has a lot of dangers in it and that is not as likely to result in everyone having fun as you think it does.</p><p></p><p>I would personally argue that more games get into trouble when "This is where the GM really needs to toss around some Power and stop the one player("sorry, rocks fell on your character, you can't ruin the adventure")." than are fixed by those sorts of applications of GM power.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 8998611, member: 4937"] John Wick, is that you? That is very passionately argued. But I hope you realize while making that argument that all you are arguing for is the superiority of railroads over other forms of play. Your argument is essentially that railroads make better games because GM understand what players want and good players don't try to ruin the game by thwarting the GMs plans for them, and that GMs should take advantage of the fact that no game is a perfect simulation (and indeed in your argument no game should be) to manipulate events such that they come out in the way that the GM desires. This in your opinion results in the most exciting game. Games where the big climax is subverted by player action are by your argument bland. And I certainly don't deny that this approach can lead to fun, nor do I deny that there are some tables that like it. But I can't help but note just how your argument drips with condescension toward the players. You say things like: And then you reason that GMs should protect the ignorant self-defeating players from themselves. And I can't help but think that the path you outline has a lot of dangers in it and that is not as likely to result in everyone having fun as you think it does. I would personally argue that more games get into trouble when "This is where the GM really needs to toss around some Power and stop the one player("sorry, rocks fell on your character, you can't ruin the adventure")." than are fixed by those sorts of applications of GM power. [/QUOTE]
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