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Respect Mah Authoritah: Thoughts on DM and Player Authority in 5e
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<blockquote data-quote="Campbell" data-source="post: 8438375" data-attributes="member: 16586"><p>By Improv<strong>™ </strong><em>with a Capital-I</em> I am referring to the principles of Improv Comedy/Theater. Stuff like <em>don't block</em>, <em>add information</em>, <em>don't ask questions</em>, <em>yes/and</em>. Basically where we are all trying to work towards a common direction together basically in cahoots. These sorts of techniques are not really congruent with play that's focused on exploration of character or challenge oriented play in my experience where blocking, asking questions, and attempting to draw hard lines are all things I consider essential features of play.</p><p></p><p>On play stalling : If you run Blades or Apocalypse World according to instructions / best practices play will not stall. It has other failure states that don't generally apply to curated traditional play or living sandbox play. Namely things can get silly pretty quickly if players take it in those directions. This a pretty common thing that happens when players first encounter indie games before they settle in. Also some players do not like being addressed directly or put under pressure. Other players might not like the spotlight player being able to make decisions that affect them without hashing things out. Creative differences between players can be a really big deal here.</p><p></p><p>The reason for it not stalling is procedural rather than mechanical though. You are telegraphing and then making good on those threats if players do not respond so something will always be happening. If you apply the same techniques in more traditional games the same will also be also be true. Depending on the game some mechanics might rear their ugly head in ugly ways. The big ones here tend to be attrition models, win buttons, and special abilities that reframe the situation without risking anything.</p><p></p><p>The games are not magic and they do not do stuff on their own. You need to do what they tell you to. Playing them as instructed to will result in a different play experience because you are doing different things then you would do running a curated traditional game or a living sandbox. I don't think any sort of play is perfect. The failure points of different technique sets tends to be different though.</p></blockquote><p></p>
[QUOTE="Campbell, post: 8438375, member: 16586"] By Improv[B]™ [/B][I]with a Capital-I[/I] I am referring to the principles of Improv Comedy/Theater. Stuff like [I]don't block[/I], [I]add information[/I], [I]don't ask questions[/I], [I]yes/and[/I]. Basically where we are all trying to work towards a common direction together basically in cahoots. These sorts of techniques are not really congruent with play that's focused on exploration of character or challenge oriented play in my experience where blocking, asking questions, and attempting to draw hard lines are all things I consider essential features of play. On play stalling : If you run Blades or Apocalypse World according to instructions / best practices play will not stall. It has other failure states that don't generally apply to curated traditional play or living sandbox play. Namely things can get silly pretty quickly if players take it in those directions. This a pretty common thing that happens when players first encounter indie games before they settle in. Also some players do not like being addressed directly or put under pressure. Other players might not like the spotlight player being able to make decisions that affect them without hashing things out. Creative differences between players can be a really big deal here. The reason for it not stalling is procedural rather than mechanical though. You are telegraphing and then making good on those threats if players do not respond so something will always be happening. If you apply the same techniques in more traditional games the same will also be also be true. Depending on the game some mechanics might rear their ugly head in ugly ways. The big ones here tend to be attrition models, win buttons, and special abilities that reframe the situation without risking anything. The games are not magic and they do not do stuff on their own. You need to do what they tell you to. Playing them as instructed to will result in a different play experience because you are doing different things then you would do running a curated traditional game or a living sandbox. I don't think any sort of play is perfect. The failure points of different technique sets tends to be different though. [/QUOTE]
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