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Roleplaying in D&D 5E: It’s How You Play the Game
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<blockquote data-quote="AbdulAlhazred" data-source="post: 8512554" data-attributes="member: 82106"><p>LOL, little wishy-washy was I? <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" /></p><p></p><p>Well, less generously, perhaps, if the GM is just totally in charge of everything, then what do you need to say? lol. I mean, not that they ARE in practice totally in charge, but philosophically if the rules take that position as its starting point, then whatever you say from there has to work against that, so why say anything definitive at all? Cast it all in an 'advice voice' and then you're not committed to any of it. I honestly sometimes despise 5e's voice. Gary at least stood clearly for something, his money and his mouth were in the same place. I always respected that.</p><p></p><p>Yes, there is a certain poster in this thread who would like that! I don't have a problem with it either. I've skimmed through the TB2 rules. Drawing up a character, etc. I'm hesitant about running it, BW is a bit too fiddly a system for me to GM with my ancient brain, but it should be fun, and it definitely illustrates a certain set of concepts.</p><p></p><p>Well, TB, as a BW-based game (nobody has yet coined "Powered by the Burning Wheel", eh?) achieves its ends through specific detailed mechanics and process. PbtA games OTOH do it through a simpler mechanical architecture tied to a very specific set of agenda and principles. I think they're aiming for similar things, but in a bit different way. So with Dungeon World for instance I think the high level description would tell you what you needed to know, mostly, but it would also be a bit less easy to summarize, although "start and end with the fiction, say what follows, ask the players, and be a fan of the characters" gets a lot of it. Still, you kind of need the full principles list to really know...</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 8512554, member: 82106"] LOL, little wishy-washy was I? ;) Well, less generously, perhaps, if the GM is just totally in charge of everything, then what do you need to say? lol. I mean, not that they ARE in practice totally in charge, but philosophically if the rules take that position as its starting point, then whatever you say from there has to work against that, so why say anything definitive at all? Cast it all in an 'advice voice' and then you're not committed to any of it. I honestly sometimes despise 5e's voice. Gary at least stood clearly for something, his money and his mouth were in the same place. I always respected that. Yes, there is a certain poster in this thread who would like that! I don't have a problem with it either. I've skimmed through the TB2 rules. Drawing up a character, etc. I'm hesitant about running it, BW is a bit too fiddly a system for me to GM with my ancient brain, but it should be fun, and it definitely illustrates a certain set of concepts. Well, TB, as a BW-based game (nobody has yet coined "Powered by the Burning Wheel", eh?) achieves its ends through specific detailed mechanics and process. PbtA games OTOH do it through a simpler mechanical architecture tied to a very specific set of agenda and principles. I think they're aiming for similar things, but in a bit different way. So with Dungeon World for instance I think the high level description would tell you what you needed to know, mostly, but it would also be a bit less easy to summarize, although "start and end with the fiction, say what follows, ask the players, and be a fan of the characters" gets a lot of it. Still, you kind of need the full principles list to really know... [/QUOTE]
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