Heathen72
Explorer
I didn't fully read the thread, but to address the OP's dislike of "player empowerment", I think that this has become a reality in RPG's designed in the past decade, maybe a bit longer, due to - to put it plainly - crappy GM's. The players are at this game trying to have fun, trying to do what they enjoy only for the GM to crap all over their ideas making whatever the player is attempting ridiculously difficult to do or just flat out saying no.
As a player, that f'n blows. You're at the whim of the DM, pure and simple. That was the first 20 years of gaming and it sucked.
Then the new wave of games kick in and take some of that power away from the GM, and it's a good thing. I'm sure there are times where all GM's have been guilty of abusing their power and trying to impose their view of fun, or their pre-scripted plot, but simply put, their are more players than GM's at the table, and their fun should outweigh yours - in numerical terms, but ideally, everyone should be having equal fun, ideally.
It all comes down to everyone being on the same page in the end, and if everyone were, there would never have been the "revolution" of player empowerment. If everyone would just sit down an talk for even just an hour about what type of game they want to play and be brutally honest about it, including their likes and dislikes of all the RPG variables, I think everyone would be happier. It would prevent things like one player wanting to play an ultra-powerful wizard in a high-fantasy setting and the GM instead designing a ultra-realistic, low-powered setting and then trying to shoehorn the players into doing what he wants to do.
Spend the time to get everyone on the same page, and the game is much more enjoyable, or at least I've always found it so. Just my 2 cents.
But it seems nowadays everyone wants to make a character that has no tie-ins to the other characters and in fact many of the PC's would kill each other if played appropriately, then everyone jumps to the table and starts gaming in 20 seconds or less. How the F can that be fun? No one has agreed to anything, it's just a bunch of random characters thrown into a random setting and random plot - I'd rather play something else at that point - maybe it's just me.
I haven't time to respond to this post in depth. On the other hand, I read the whole thread, so kudos to me. In short, I agree with the latter parts of your post, but I really disagree with the initial paragraphs. I think in many ways the game back then was better for the freedom that GM's were given to serve their players with the best possible game they could create, and the best rulings they could make. I acknowledge that there were also elements that potentially led to GM caprice being abused, but I don't think this has changed.
Sure ideologies have changed over the years, with the focus changing from dungeons, to simulationist, to story teller, to gamist and so on, and it's great that the hobby has evolved, but let's not assume that every aspect of each innovation is an improvement.
Frankly, I don't think the 'revolution of player empowerment', (a phrase that looks it should be on a placard at some protest rally) was due to crappy GM's or indeed driven by players. Certainly in terms of the ruleset, I think it was driven by the executives at game companies - perhaps to simplify and ease the GM's burden - but I can't say for sure, as I am not them.
Regardless or the ideology that drove it, I think that in many respects the 'revolution' has failed.
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