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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: 8441074" data-attributes="member: 7030755"><p>What I was trying to do in bringing DW up is point to someone who is prominent in the 5e space who seems influenced by the game and has written a couple articles about it, and see if that sort of thing would qualify as a kind of mild boundary-blurring, shifting through technique some of the usual principles that might guide a 5e dm to something else. It seems that your response is, because it's not supported in a holistic way throughout the system, it would not qualify as a meaningful shift (or something to that effect?).</p><p></p><p></p><p>I don't particularly like 5e, it's just a useful point of comparison because it's so well known, and is incidentally what the OP's post was about. Aside from Blades, the game I'm vibing on right now is The White Hack 3e, but I feel it would be alienating to others to start talking about a relatively obscure game.</p><p></p><p>Anyway, your example from BitD shows, for me (can I emphasize that enough...<strong>for me</strong>) both the strengths and weaknesses of the gns framework, as I understand it. Since you buy into it, it allows you to identify what is fundamental about a system and understand how it ought to be played. It's prescriptive, in the sense that there is a more correct way to play any particular type of game. On other hand, I'm not sure it knows what to do with styles of play that don't line perfectly with its categories. Let's say there's a group using flashbacks in their 5e game...and, they're making it work for them. Are they playing it wrong? Is their game "incoherent"? Would they have more fun, objectively, if they didn't try to mix and match mechanics, principles, and influences in that way? I think my approach there would be to say, ok, if the group is having fun and making it work, let's assume they know what they're doing. Let's look at that as a legitimate playstyle, and then go from there, if we wish, to figure out what makes it fun.</p></blockquote><p></p>
[QUOTE="Malmuria, post: 8441074, member: 7030755"] What I was trying to do in bringing DW up is point to someone who is prominent in the 5e space who seems influenced by the game and has written a couple articles about it, and see if that sort of thing would qualify as a kind of mild boundary-blurring, shifting through technique some of the usual principles that might guide a 5e dm to something else. It seems that your response is, because it's not supported in a holistic way throughout the system, it would not qualify as a meaningful shift (or something to that effect?). I don't particularly like 5e, it's just a useful point of comparison because it's so well known, and is incidentally what the OP's post was about. Aside from Blades, the game I'm vibing on right now is The White Hack 3e, but I feel it would be alienating to others to start talking about a relatively obscure game. Anyway, your example from BitD shows, for me (can I emphasize that enough...[B]for me[/B]) both the strengths and weaknesses of the gns framework, as I understand it. Since you buy into it, it allows you to identify what is fundamental about a system and understand how it ought to be played. It's prescriptive, in the sense that there is a more correct way to play any particular type of game. On other hand, I'm not sure it knows what to do with styles of play that don't line perfectly with its categories. Let's say there's a group using flashbacks in their 5e game...and, they're making it work for them. Are they playing it wrong? Is their game "incoherent"? Would they have more fun, objectively, if they didn't try to mix and match mechanics, principles, and influences in that way? I think my approach there would be to say, ok, if the group is having fun and making it work, let's assume they know what they're doing. Let's look at that as a legitimate playstyle, and then go from there, if we wish, to figure out what makes it fun. [/QUOTE]
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