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[rant]The conservatism of D&D fans is exhausting.
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<blockquote data-quote="Faolyn" data-source="post: 9673857" data-attributes="member: 6915329"><p>So his inability is that he doesn’t recognize that different people are, in fact, different people who may phrase things differently?</p><p></p><p></p><p>He doesn’t even accept or recognize <em>one</em> version. Like I told you, he was completely baffled by the idea I didn’t force my players into an encounter and that I was fine with them ignoring it. Even though I explained it to him multiple times that it was their choice as to whether they bit the hook or not. That doesn’t strike me as someone who simply doesn’t understand, especially when you consider comparisons he has made re: his games and GMing style versus other people’s (more intimate, more empowering), and who continually uses the words fictional and <em>imaginary</em> when we discuss how we do things, as if we’re either stupid of outright delusional and believe our settings and situations are literally real, or how he wouldn’t use that term (bypassed encounter) in-character, therefore it’s incorrect, while thus far not answering my question as to whether he uses terms like “ob 2 test” in character.</p><p></p><p>That strikes me as someone who has preconceived notions about how other games are run and refuses to let go of them.</p><p></p><p></p><p>See, it would be one thing if I explained things to him once or twice. That’s fine. But we have several people explaining the exact same things, using pretty much the same language and even the same examples, probably thirty or more times by now. Or more.</p><p></p><p>Plus, as I’ve said before about this, if I don’t know what you mean when you say downtime phase, I would just google it. “RPG downtime phase.” In fact, I just did, and got a bunch of hits: blogs, reddit posts, info directly from various games’ own websites, etc.</p><p></p><p>If you had to explain a very common gaming term like “downtime phase” to me thirty times, I’d bet you’d start wondering if I were actually troll.</p><p></p><p></p><p>Except that was in relation to advancement:</p><p></p><p></p><p>And we’ve been talking about D&D which, and specifically about XP versus milestone. And D&D doesn’t do XP for social encounters—except possibly with some optional rule tucked away somewhere in the DMG that I can’t remember right now—and I can’t remember what the rules for XP are for resolving hostile situations peacefully <em>because I don’t use them</em>. But both you and [USER=7044099]@zakael19[/USER] made some big assumptions about how I play without asking me first, and got it wrong.</p><p></p><p><em>And</em> this still ignores that I’ve been talking about encounters in improv games. This is something you’ve done consistently, no matter how many times I’ve talked to you about it.</p><p></p><p></p><p>Sure. If I’m improvising a game and I say there are tracks, and the players say “I don’t want to mess with whoever left those tracks” and make an effort to avoid them, then they avoided the encounter that would have happened.</p><p></p><p>As I have said before.</p><p></p><p>So I’ll ask <em>you</em>: if you, in a no-prep game, tell the players “you see footprints”—maybe you’re hinting at future badness, maybe the players asked if they found any footprints, whatever—do you truly have zero thoughts about what could have caused them? </p><p></p><p>Note that I at no point said that thought had to be what ends up actually being the cause that the players will encounter, should they decide to follow the footprints. I have never said that. </p><p></p><p>I also don’t really care about what the gaming books <em>say</em> you should do. The books can say all sorts of things. I’m asking what you <em>actually are thinking</em> at the time you say there are footprints. That’s what’s important.</p><p></p><p>If you really, truly have zero thoughts when you hint at future badness, or whatever your game of choice calls it, and it doesn’t end up with your players getting annoyed at false clues, red herrings, or lolrandom results because there’s either nothing at the other end or what you make up doesn’t match what you initially said, then that’s great. I don’t get how you do it, but good for you.</p><p></p><p></p><p>Which seems to be “I do this thing that in every way and in every other game would be an encounter, but I don’t think of it in those terms, therefore it’s wrong to call it that.”</p><p></p><p>Which, to me, is a very silly way of going about things. There are only so many ideas used in RPGs, and a tremendous amount of overlap in how they’re used. Games just give them different names so they stand out.</p></blockquote><p></p>
[QUOTE="Faolyn, post: 9673857, member: 6915329"] So his inability is that he doesn’t recognize that different people are, in fact, different people who may phrase things differently? He doesn’t even accept or recognize [I]one[/I] version. Like I told you, he was completely baffled by the idea I didn’t force my players into an encounter and that I was fine with them ignoring it. Even though I explained it to him multiple times that it was their choice as to whether they bit the hook or not. That doesn’t strike me as someone who simply doesn’t understand, especially when you consider comparisons he has made re: his games and GMing style versus other people’s (more intimate, more empowering), and who continually uses the words fictional and [I]imaginary[/I] when we discuss how we do things, as if we’re either stupid of outright delusional and believe our settings and situations are literally real, or how he wouldn’t use that term (bypassed encounter) in-character, therefore it’s incorrect, while thus far not answering my question as to whether he uses terms like “ob 2 test” in character. That strikes me as someone who has preconceived notions about how other games are run and refuses to let go of them. See, it would be one thing if I explained things to him once or twice. That’s fine. But we have several people explaining the exact same things, using pretty much the same language and even the same examples, probably thirty or more times by now. Or more. Plus, as I’ve said before about this, if I don’t know what you mean when you say downtime phase, I would just google it. “RPG downtime phase.” In fact, I just did, and got a bunch of hits: blogs, reddit posts, info directly from various games’ own websites, etc. If you had to explain a very common gaming term like “downtime phase” to me thirty times, I’d bet you’d start wondering if I were actually troll. Except that was in relation to advancement: And we’ve been talking about D&D which, and specifically about XP versus milestone. And D&D doesn’t do XP for social encounters—except possibly with some optional rule tucked away somewhere in the DMG that I can’t remember right now—and I can’t remember what the rules for XP are for resolving hostile situations peacefully [I]because I don’t use them[/I]. But both you and [USER=7044099]@zakael19[/USER] made some big assumptions about how I play without asking me first, and got it wrong. [I]And[/I] this still ignores that I’ve been talking about encounters in improv games. This is something you’ve done consistently, no matter how many times I’ve talked to you about it. Sure. If I’m improvising a game and I say there are tracks, and the players say “I don’t want to mess with whoever left those tracks” and make an effort to avoid them, then they avoided the encounter that would have happened. As I have said before. So I’ll ask [I]you[/I]: if you, in a no-prep game, tell the players “you see footprints”—maybe you’re hinting at future badness, maybe the players asked if they found any footprints, whatever—do you truly have zero thoughts about what could have caused them? Note that I at no point said that thought had to be what ends up actually being the cause that the players will encounter, should they decide to follow the footprints. I have never said that. I also don’t really care about what the gaming books [I]say[/I] you should do. The books can say all sorts of things. I’m asking what you [I]actually are thinking[/I] at the time you say there are footprints. That’s what’s important. If you really, truly have zero thoughts when you hint at future badness, or whatever your game of choice calls it, and it doesn’t end up with your players getting annoyed at false clues, red herrings, or lolrandom results because there’s either nothing at the other end or what you make up doesn’t match what you initially said, then that’s great. I don’t get how you do it, but good for you. Which seems to be “I do this thing that in every way and in every other game would be an encounter, but I don’t think of it in those terms, therefore it’s wrong to call it that.” Which, to me, is a very silly way of going about things. There are only so many ideas used in RPGs, and a tremendous amount of overlap in how they’re used. Games just give them different names so they stand out. [/QUOTE]
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