RFisher said:That's an interesting idea that the "power gamers" won't hang around on the tabletop too much longer. Not sure whether I agree or not. I think I agree in theory, but I'm not so sure in practice.
Bagpuss said:[...] another is the social side. Chatting with strangers or even friends over the internet is not the same as meeting up with mates on a Sunday night and having a chat over pizza before gaming.
Glyfair said:Well Ryan has suggested changing the second part. He's suggesting they be DMed by more than one human being at a time.
I personally think that won't work as an absolute goal. However, the general concept of moving some of the responsibility for the game from the DM to the players (or elsewhere) is a good one. I'm not suggesting getting rid of the DM. I'm suggesting moving some of the weight elsewhere.
Alnag said:his (Dancey's) research about 2 axis model and what players want etc. is usually used as counterargument to Ron Edwards GNS/Big Model.*
Yes, the problem is that, while a great GM can make for a great game, there's really not that many great GMs. In a sense, most people who play D&D (or even RPGs in general) are self-selected, to the extent that we all either are, have or have had a great GM in our play group. I would expect that posters on ENWorld are even more self-selected, with a large majority being comfortable GMing.Korgoth said:In D&D, the brilliance of a game session can go beyond the potential of the written rules to express the brilliance of the individuals who are playing. As a game of the imagination, it can go far beyond the letter of the written rule. This open-ended nature allows for imagination, creativity, vision, knowledge and even common sense to supplement the rules and create an infinitely more complex play experience.
The "human element" is what makes D&D great.
RyanD said:The GNS model is a good model for the taxonomy of RPGs. It can be used fairly accurately to describe almost any RPG, and differentiate it (or identify it) with others. It is a very useful tool.
Where the difference of opinion is that I have hard data (that I trust) that shows that player psychographics don't map to the GNS model. In other words, the GNS model describes the games, but the WotC model describes the players.
Work still needs to be done to map GNS game taxonomy to WotC player psychographic preferences. In other words, we should study how the WotC player segments respond to different values on the GNS model to see if there are high-value peaks, and low value valleys. Those peaks and valleys could then become design objectives (and things to avoid in design). We would likely find assumptions challenged - there are probably peaks in unexpected places, and valleys where the conventional wisdom perceives high value.
I'm hopeful that at some point that work can be attempted.
Ryan
Brian Gibbons said:I could easily be persuaded that removing the GM bottleneck is a necessity if RPGs ever want to be more than a dying niche market.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.