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RPG Writing and Design Needs a Paradigm Shift
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<blockquote data-quote="AbdulAlhazred" data-source="post: 9274686" data-attributes="member: 82106"><p>I am not sure what you mean. As a player it is irrelevant what the goals of the GM are, or their 'lusory attitude' to channel Clearstream. Whatever the GM is doing, when there are no rules, procedures, or at least strong and well-defined principles, governing a particular GM decision-making process, then I as a player can 'play to the GM'. </p><p></p><p>However, I agree with you, larding your spell descriptions full of attempts to rule on every corner case is a losing proposition! This is why I appreciate, and advocate for, systems which have robust general rules, structured approaches to adding to or making exceptions to them, and well-articulated principles, roles, and process. For example, it is pretty much impossible to 'game' a system like Dungeon World from the player perspective. If the GM is competent and running the game 'properly' then it will gain players nothing to 'play the GM', in fact aligning your character's approach and goals with the GM's preferences is probably a good way to make the game play BETTER, not worse. IME with D&D OTOH that isn't generally the case. I think newer games trend more in the direction of 'works well inherently', though again D&D seems to want to resist that trend.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 9274686, member: 82106"] I am not sure what you mean. As a player it is irrelevant what the goals of the GM are, or their 'lusory attitude' to channel Clearstream. Whatever the GM is doing, when there are no rules, procedures, or at least strong and well-defined principles, governing a particular GM decision-making process, then I as a player can 'play to the GM'. However, I agree with you, larding your spell descriptions full of attempts to rule on every corner case is a losing proposition! This is why I appreciate, and advocate for, systems which have robust general rules, structured approaches to adding to or making exceptions to them, and well-articulated principles, roles, and process. For example, it is pretty much impossible to 'game' a system like Dungeon World from the player perspective. If the GM is competent and running the game 'properly' then it will gain players nothing to 'play the GM', in fact aligning your character's approach and goals with the GM's preferences is probably a good way to make the game play BETTER, not worse. IME with D&D OTOH that isn't generally the case. I think newer games trend more in the direction of 'works well inherently', though again D&D seems to want to resist that trend. [/QUOTE]
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