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[rant]The conservatism of D&D fans is exhausting.
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<blockquote data-quote="zakael19" data-source="post: 9676586" data-attributes="member: 7044099"><p>Sure ok, we're back to teh same silly argument about why you'd want to curtail GM power but somehow Uno reversed. "Well the players can just get up and walk away from bad GMing" and "the GM can just flip the table and leave if it's boring" are both facile arguments, and you're completely ignoring my discussion of what the game is putting limits on to get there. </p><p></p><p>I've said many times it's very clear that narrativist games give near-complete power to the GM over many aspects of play, I dont think anybody has contested that. Now, it does expect me to follow the rules of the game as contained within the Agenda/Principles/Gm and Player Moves, etc; but as V. Baker has said many times if people are going to ignore the rules you can't design for that - you design for the people under the bell curve who a) follow the rules to a greater or lesser extent and b) get enjoyment/engagement out of what you're doing. </p><p></p><p></p><p>Ok, sure, semantics. You're using a word in a definition that's not particularly common and somewhat contested where I may use another (facilitation or guidance probably).</p></blockquote><p></p>
[QUOTE="zakael19, post: 9676586, member: 7044099"] Sure ok, we're back to teh same silly argument about why you'd want to curtail GM power but somehow Uno reversed. "Well the players can just get up and walk away from bad GMing" and "the GM can just flip the table and leave if it's boring" are both facile arguments, and you're completely ignoring my discussion of what the game is putting limits on to get there. I've said many times it's very clear that narrativist games give near-complete power to the GM over many aspects of play, I dont think anybody has contested that. Now, it does expect me to follow the rules of the game as contained within the Agenda/Principles/Gm and Player Moves, etc; but as V. Baker has said many times if people are going to ignore the rules you can't design for that - you design for the people under the bell curve who a) follow the rules to a greater or lesser extent and b) get enjoyment/engagement out of what you're doing. Ok, sure, semantics. You're using a word in a definition that's not particularly common and somewhat contested where I may use another (facilitation or guidance probably). [/QUOTE]
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[rant]The conservatism of D&D fans is exhausting.
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