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<blockquote data-quote="pemerton" data-source="post: 6127112" data-attributes="member: 42582"><p>Hey, I'm not the one who called other peoples' playstyles "decadent" - that was Mearls. Nor am I the one who reposted and endorsed that - that was the OP.</p><p></p><p>Judging from your list 1 to 6, you prefer a game in which:</p><p></p><ul> <li data-xf-list-type="ul">There are no PC build elements (eg magic items, boons, etc) which are also non-PC generated story elements, because you prefer the introduction of non-PC generated story elements to be under the sole authority of the GM;<br /> <br /> </li> <li data-xf-list-type="ul">There are no PC build element which have mechanics whose administration and oversight is under the primary jurisdiction of the player rather than the GM;<br /> <br /> </li> <li data-xf-list-type="ul">Players do not have authority to establish story goals for their PCs that will generate metagame rewards (like XP, presumably also Fate Points, etc);<br /> <br /> </li> <li data-xf-list-type="ul">There are not guidelines for assessing the mechanical relationship between challenge threat and player resources (or, if there are such guidelines, they are disregarde by the GM; you may also (it's not clear) prefer a game in which many challenges cannot be overcome by the PCs - presumably, then the PCs' survival of such encounters would depend upon something other than the players' capacity to deploy their mechanical and story resources;<br /> </li> <li data-xf-list-type="ul">The GM has authority over whether or not new PC build elements can be included in the game, both from the mechanical point of view and the story point of view.</li> </ul><p></p><p>I've got no objection to anyone playing that sort of game, although I don't think it's especially representative of the D&D tradition. I do object to departures from it being described as decadent.</p><p></p><p>Where's the misinterpretation? In a game that fits the parameters I just outlined (which I am inferring from your list of things you don't like), what <em>do</em> players do besides make in-character calls in response to situations that the GM throws at them according to his/her conception of what the game is going to be about? The players don't introduce story elements themselves, for instance, unless they are PC-generated within the fiction. And the players don't get to establish goals that will generate metagame rewards, and which the GM is obliged to respect in encounter and scenario design.</p></blockquote><p></p>
[QUOTE="pemerton, post: 6127112, member: 42582"] Hey, I'm not the one who called other peoples' playstyles "decadent" - that was Mearls. Nor am I the one who reposted and endorsed that - that was the OP. Judging from your list 1 to 6, you prefer a game in which: [list][*]There are no PC build elements (eg magic items, boons, etc) which are also non-PC generated story elements, because you prefer the introduction of non-PC generated story elements to be under the sole authority of the GM; [*]There are no PC build element which have mechanics whose administration and oversight is under the primary jurisdiction of the player rather than the GM; [*]Players do not have authority to establish story goals for their PCs that will generate metagame rewards (like XP, presumably also Fate Points, etc); [*]There are not guidelines for assessing the mechanical relationship between challenge threat and player resources (or, if there are such guidelines, they are disregarde by the GM; you may also (it's not clear) prefer a game in which many challenges cannot be overcome by the PCs - presumably, then the PCs' survival of such encounters would depend upon something other than the players' capacity to deploy their mechanical and story resources; [*]The GM has authority over whether or not new PC build elements can be included in the game, both from the mechanical point of view and the story point of view.[/list] I've got no objection to anyone playing that sort of game, although I don't think it's especially representative of the D&D tradition. I do object to departures from it being described as decadent. Where's the misinterpretation? In a game that fits the parameters I just outlined (which I am inferring from your list of things you don't like), what [I]do[/I] players do besides make in-character calls in response to situations that the GM throws at them according to his/her conception of what the game is going to be about? The players don't introduce story elements themselves, for instance, unless they are PC-generated within the fiction. And the players don't get to establish goals that will generate metagame rewards, and which the GM is obliged to respect in encounter and scenario design. [/QUOTE]
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