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General Tabletop Discussion
*Dungeons & Dragons
"Rules & Regulations": An Essay on the OSR
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<blockquote data-quote="Balesir" data-source="post: 6129090" data-attributes="member: 27160"><p>I agree with your view that "games" require some sort of strategic thinking, but I think that DM-arbitrated games <strong><em>can</em></strong> involve this. Instead of playing the opposition via the rules, you just play the DM, by which I mean you use your social perception and persuasion skills to lead the DM to agree that what you want <em>your</em> character to do is "reasonable", while what others (including the DM) want <em>their</em> characters to do is "unrealistic". In other words, you try to divine how the DM thinks or wants the game/real world to work, and then you either parse your in-game intentions to fit that model or use persuasion and influence to modify the DM's model into something you can use more easily.</p><p></p><p>I have seen this done many times, and I recognise it pretty readily these days. I don't like it at all, personally, but I can see that some do, and they would logically be attracted to "DM arbitration" games as a result. Of course, not <em>all</em> folks who like DM arbitration play this sort of "game" - some don't really play RPGs to "game" at all. I can see the attraction of that, but I find that the drivers to competition need to be way down or one or two folks can't resist a bit of "play the DM" - which I notice and get annoyed about. Hence, for me to enjoy pure sim/immersive stuff things like xp, levels, "character development" (in the specific sense of expected character improvement) and treasure hunting need to be marginalised or removed as elements of in-game power determination.</p></blockquote><p></p>
[QUOTE="Balesir, post: 6129090, member: 27160"] I agree with your view that "games" require some sort of strategic thinking, but I think that DM-arbitrated games [B][I]can[/I][/B] involve this. Instead of playing the opposition via the rules, you just play the DM, by which I mean you use your social perception and persuasion skills to lead the DM to agree that what you want [I]your[/I] character to do is "reasonable", while what others (including the DM) want [I]their[/I] characters to do is "unrealistic". In other words, you try to divine how the DM thinks or wants the game/real world to work, and then you either parse your in-game intentions to fit that model or use persuasion and influence to modify the DM's model into something you can use more easily. I have seen this done many times, and I recognise it pretty readily these days. I don't like it at all, personally, but I can see that some do, and they would logically be attracted to "DM arbitration" games as a result. Of course, not [I]all[/I] folks who like DM arbitration play this sort of "game" - some don't really play RPGs to "game" at all. I can see the attraction of that, but I find that the drivers to competition need to be way down or one or two folks can't resist a bit of "play the DM" - which I notice and get annoyed about. Hence, for me to enjoy pure sim/immersive stuff things like xp, levels, "character development" (in the specific sense of expected character improvement) and treasure hunting need to be marginalised or removed as elements of in-game power determination. [/QUOTE]
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"Rules & Regulations": An Essay on the OSR
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