SableWyvern
Hero
I remain confused that so many people are OK playing games with GMs they don't trust.My biggest concerns for most of the Rules-Light TTRPGs I've encountered is that they require a great deal of trust in the GM
I remain confused that so many people are OK playing games with GMs they don't trust.My biggest concerns for most of the Rules-Light TTRPGs I've encountered is that they require a great deal of trust in the GM
Yes. Those games are pretty clear about it. Not every game is.Vampire the Masquerade, Call of Cthulhu, Blade Runner, Shadowrun, and Cyberpunk are all games where the setting and the rules tell you what the game is all about.
I remain confused that so many people are OK playing games with GMs they don't trust.
You seem to be talking past him, in some other conversation than he is in.
He noted (and he can correct me if I am wrong) - unless the game tells you that is plays broadly in its genre, you should not expect that it will do so.
You're carrying on about design, but it is unclear why you are doing so in response to what he said.
I remain confused that so many people are OK playing games with GMs they don't trust.
As Umbran notes, "trust" covers a great degree of ground. I don't play with a GM who's intentions I don't trust. But their judgment?
Trust is earned, right? If you haven't worked with someone sufficiently in the past, they can't have earned your trust.
Heck, the first few times I run a new system, I don't trust myself to do so optimally or perfectly. Learning a new system takes a certain amount of trial and error - so someone's going to get my errors!
1. GM shortage; it's always been a problem. Whether its a real one, or merely a perception issue, is actually immaterial here - the effect is the same.I remain confused that so many people are OK playing games with GMs they don't trust.
That depends. Are storygames like PBtA considered rules light (I hate "lite")? Because those games put pretty solid limits on GM authority compared to more traditional systems.3. My point was that rules lite games directly increase the relative power of the GM (compared to the players). Whether or not this is a good thing depends on the GM and the players.
These aren’t correlated like you seem to think. It’s the style of game that determines the relative power of the referee vs players, not the word count of the rules. You can have rules light or heavy referee-less storygames, just like you can have rules light or heavy trad games where the referee is all powerful.3. My point was that rules lite games directly increase the relative power of the GM (compared to the players). Whether or not this is a good thing depends on the GM and the players.