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Respect Mah Authoritah: Thoughts on DM and Player Authority in 5e
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<blockquote data-quote="Aldarc" data-source="post: 8441243" data-attributes="member: 5142"><p>It's difficult to argue this, IMO, when the various people making such arguments have an asymmetric familiarity of the various analytical frameworks and playstyles under discussion.</p><p></p><p>Like in my academic field, the number of people who have familiarity with historical critical methods is larger than those who have more literary, cultural, or other analytical approaches. The former is basically what everyone learns at one point or another, while the latter are "newer" or more specialized approaches. The academic field was predominately engaging in historical criticism, and it arguably still is. The result is that non-historical critics tend to have more familiarity with historical criticism than historical critics have with non-historical critical approaches. This represents a real asymmetry of familiarity and knowledge in the field.</p><p></p><p>Or whose opinion on board games is likely better informed? The dude who only knows Monopoly and Candy Land or the person who plays a wide variety of games (e.g., Eurogames, party games, drafting/deckbuilding, co-op, area control, push-your-luck, etc.) but may still prefer particular types of games?</p><p></p><p>On the whole, I tend to find people who actually have concrete prolonged experience with different games, analytical frameworks, and playstyles more persuasive than those whose counter-criticisms, more often than not, come from feeling slighted or threatened by the idea that other game play frameworks can do things better/differently than their preferred/accustomed game.</p><p></p><p></p><p>I suspect it's a "how much influence" or questioning the degree to which that influence is meaningfully felt or experienced. Dungeon World and Fate, for example, likely did influence Inspiration in 5e, but its implementation in 5e seems incredibly half-baked and vestigial to the game. And it's like an uncanny valley for both people who hate and like these sort of meta-mechanics (e.g., action/fate points, drives, etc.).</p></blockquote><p></p>
[QUOTE="Aldarc, post: 8441243, member: 5142"] It's difficult to argue this, IMO, when the various people making such arguments have an asymmetric familiarity of the various analytical frameworks and playstyles under discussion. Like in my academic field, the number of people who have familiarity with historical critical methods is larger than those who have more literary, cultural, or other analytical approaches. The former is basically what everyone learns at one point or another, while the latter are "newer" or more specialized approaches. The academic field was predominately engaging in historical criticism, and it arguably still is. The result is that non-historical critics tend to have more familiarity with historical criticism than historical critics have with non-historical critical approaches. This represents a real asymmetry of familiarity and knowledge in the field. Or whose opinion on board games is likely better informed? The dude who only knows Monopoly and Candy Land or the person who plays a wide variety of games (e.g., Eurogames, party games, drafting/deckbuilding, co-op, area control, push-your-luck, etc.) but may still prefer particular types of games? On the whole, I tend to find people who actually have concrete prolonged experience with different games, analytical frameworks, and playstyles more persuasive than those whose counter-criticisms, more often than not, come from feeling slighted or threatened by the idea that other game play frameworks can do things better/differently than their preferred/accustomed game. I suspect it's a "how much influence" or questioning the degree to which that influence is meaningfully felt or experienced. Dungeon World and Fate, for example, likely did influence Inspiration in 5e, but its implementation in 5e seems incredibly half-baked and vestigial to the game. And it's like an uncanny valley for both people who hate and like these sort of meta-mechanics (e.g., action/fate points, drives, etc.). [/QUOTE]
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