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Respect Mah Authoritah: Thoughts on DM and Player Authority in 5e
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<blockquote data-quote="Malmuria" data-source="post: 8438284" data-attributes="member: 7030755"><p>What you are describing here is a revelation. As if, you try a story-game, and the clouds part, and a whole new way of understanding the world is suddenly available to you. Now you truly see (or, per your example, taste), as if for the very first time. It's grandiose and hyperbolic, and tbh does not do the games in question any favors. </p><p></p><p>Now, as indicated earlier, I have <em>some</em> experience with what I reckon are "story-now" type games: Blades in the Dark, Dungeon World, Monster of the Week, and, Lasers and Feelings if that counts. I've read a bunch of other ones, and listened to podcasts or watched actual plays, and read some of the theory. And there are aspects of those games that are really exciting, and fun! Reading and running BitD, in particular, has been great fun, and expanded my understanding of what I can do as a GM and how I can empower players in creating narrative stakes. But to say that a game that stalls is "nonsense" is a total exaggeration of what the game offers, and really suggests that a game--any game--can do things for your table that it really can't, not by itself. And honestly, the text of these games don't themselves make those kind of claims, so I don't understand why fans of them need to turn themselves into pious acolytes.</p><p></p><p>Finally, something that is, no, not very fair. Because they pertain to a <a href="http://lumpley.com/index.php/anyway/marginalia/3777" target="_blank">very old set of statements</a>, posted on some forums, and have taken to be metonymic of an entire approach to game design. But they still have resonance because of the type of hyperbole you demonstrate above, that seems to reappear online in any discussion of Forge-era theory (and no, I wasn't there, I just read these discussions like an internet archeologist, and see patterns).</p></blockquote><p></p>
[QUOTE="Malmuria, post: 8438284, member: 7030755"] What you are describing here is a revelation. As if, you try a story-game, and the clouds part, and a whole new way of understanding the world is suddenly available to you. Now you truly see (or, per your example, taste), as if for the very first time. It's grandiose and hyperbolic, and tbh does not do the games in question any favors. Now, as indicated earlier, I have [I]some[/I] experience with what I reckon are "story-now" type games: Blades in the Dark, Dungeon World, Monster of the Week, and, Lasers and Feelings if that counts. I've read a bunch of other ones, and listened to podcasts or watched actual plays, and read some of the theory. And there are aspects of those games that are really exciting, and fun! Reading and running BitD, in particular, has been great fun, and expanded my understanding of what I can do as a GM and how I can empower players in creating narrative stakes. But to say that a game that stalls is "nonsense" is a total exaggeration of what the game offers, and really suggests that a game--any game--can do things for your table that it really can't, not by itself. And honestly, the text of these games don't themselves make those kind of claims, so I don't understand why fans of them need to turn themselves into pious acolytes. Finally, something that is, no, not very fair. Because they pertain to a [URL='http://lumpley.com/index.php/anyway/marginalia/3777']very old set of statements[/URL], posted on some forums, and have taken to be metonymic of an entire approach to game design. But they still have resonance because of the type of hyperbole you demonstrate above, that seems to reappear online in any discussion of Forge-era theory (and no, I wasn't there, I just read these discussions like an internet archeologist, and see patterns). [/QUOTE]
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