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[rant]The conservatism of D&D fans is exhausting.
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<blockquote data-quote="hawkeyefan" data-source="post: 9652915" data-attributes="member: 6785785"><p>I feel I have enough options to get the point across! But I also play other games beyond the one in question, so I don't really have one style in that sense. </p><p></p><p>Labels and such can help facilitate discussion, but we have to accept what the other party is saying. Sometimes, these discussions... despite several interesting points... can get too caught up in arguing about labels instead of the ideas behind them. </p><p></p><p></p><p></p><p>No, I don't think it does. It's more like saying that every scene needs to serve a purpose of some kind. That no scene should be dull or pointless. </p><p></p><p></p><p></p><p>Perhaps. I think I missed the example. I don't know what the scene was about or what was being discussed. </p><p></p><p>I can say that just based on your description, that's likely not something I'd want in my game. I want conflict. I want decisions to be made and action to be taken. </p><p></p><p>That doesn't mean that there is anything at all wrong with it... I expect there are plenty of people who would enjoy such a session of play. I just imagine I'm not one of them. </p><p></p><p></p><p></p><p>I am willing to accept that you think my GMing is poor, Lanefan. </p><p></p><p></p><p></p><p>Well, my point was that player agency can be limited to the character's autonomy. It's a common refrain... the player must be limited to knowing and doing what the character knows and does. That the player cannot influence play beyond that. </p><p></p><p>I don't agree with that particular bit of wisdom. </p><p></p><p></p><p></p><p>Sure, I'm not saying that any particular game can't allow for that. But I think some games don't make an effort to allow it, and may even actively advise against it. In many cases where it's not something explicitly stated in the rules, it requires collaboration between the GM and players to bring it about. </p><p></p><p>Essentially, if the rules don't insist on it, then it's something the GM has to be onboard with, or else it's not gonna happen. </p><p></p><p></p><p></p><p>Yeah, that was simply worded on my part. In several of my other posts, I make similar points to what you make above... that there's no actual geography going on, there are kinds categories and then when players select those categories, the GM introduces elements relevant to the category. </p><p></p><p></p><p></p><p></p><p>There are those of us who actually play games of multiple types, though! I don't oppose any system of play that gives the GM ultimate authority... I actually play and run in those games (even if I don't tend to utilize the full authority granted to me as GM). I just view such games as necessarily GM-directed. The shape of play is determined mostly by the GM, with the players contributing via making decisions for their characters. </p><p></p><p>But as [USER=7044099]@zakael19[/USER] shared not far upthread... there's some common themes across multiple kinds of play that are striving for player-driven play... those tend to be about openly sharing information as much as possible. About not hoarding secrets and using them to block or thwart players. About promoting play of the game rather than focusing on the setting.</p></blockquote><p></p>
[QUOTE="hawkeyefan, post: 9652915, member: 6785785"] I feel I have enough options to get the point across! But I also play other games beyond the one in question, so I don't really have one style in that sense. Labels and such can help facilitate discussion, but we have to accept what the other party is saying. Sometimes, these discussions... despite several interesting points... can get too caught up in arguing about labels instead of the ideas behind them. No, I don't think it does. It's more like saying that every scene needs to serve a purpose of some kind. That no scene should be dull or pointless. Perhaps. I think I missed the example. I don't know what the scene was about or what was being discussed. I can say that just based on your description, that's likely not something I'd want in my game. I want conflict. I want decisions to be made and action to be taken. That doesn't mean that there is anything at all wrong with it... I expect there are plenty of people who would enjoy such a session of play. I just imagine I'm not one of them. I am willing to accept that you think my GMing is poor, Lanefan. Well, my point was that player agency can be limited to the character's autonomy. It's a common refrain... the player must be limited to knowing and doing what the character knows and does. That the player cannot influence play beyond that. I don't agree with that particular bit of wisdom. Sure, I'm not saying that any particular game can't allow for that. But I think some games don't make an effort to allow it, and may even actively advise against it. In many cases where it's not something explicitly stated in the rules, it requires collaboration between the GM and players to bring it about. Essentially, if the rules don't insist on it, then it's something the GM has to be onboard with, or else it's not gonna happen. Yeah, that was simply worded on my part. In several of my other posts, I make similar points to what you make above... that there's no actual geography going on, there are kinds categories and then when players select those categories, the GM introduces elements relevant to the category. There are those of us who actually play games of multiple types, though! I don't oppose any system of play that gives the GM ultimate authority... I actually play and run in those games (even if I don't tend to utilize the full authority granted to me as GM). I just view such games as necessarily GM-directed. The shape of play is determined mostly by the GM, with the players contributing via making decisions for their characters. But as [USER=7044099]@zakael19[/USER] shared not far upthread... there's some common themes across multiple kinds of play that are striving for player-driven play... those tend to be about openly sharing information as much as possible. About not hoarding secrets and using them to block or thwart players. About promoting play of the game rather than focusing on the setting. [/QUOTE]
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