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Survey Launch | Player's Handbook Playtest 5 | Unearthed Arcana | D&D
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<blockquote data-quote="Emberashh" data-source="post: 9034102" data-attributes="member: 7040941"><p>I would say this isn't entirely accurate, or rather is oversimplified, as this leads towards an end goal of the GM effectively just being the human cog that enables the game rather than a true participant in their own right. At that point, just bring on ChatGM and skip the rigmarole. </p><p></p><p>But it also comes down to defining what the GM is even for, and its not like we don't have games that resolved that question by simply excising the role entirely rather than trying to find a balance. </p><p></p><p>As a creative person (who runs with a group of creatives who all rotate as GM), there are some negatives to games that go out of their way to weigh in on every possible thing, and especially so when doing so doesn't come with any interesting mechanics or gameplay (or worse, with worse mechanics and worse gameplay) that make following a more rigid game worthwhile. </p><p></p><p>That was something I had to come to grips with when I started to overhaul Exploration for my 5e games, which became the basis for Exploration in my own game. </p><p></p><p>It was desirable to have something more codified and dependable as a system, but it had to be justified by its components not just being fun in their own right but flexible enough to allow for a more freeform experience.</p><p></p><p>Hence the decision to unify montages, point crawls, and hex crawls as one cohesive, fluid system that can both be used individually or in unison, the decision to codify and define different types of crawls with distinct (but interconnected) mechanics, and frame the entire thing in an intuitive time based on the tension pool, the inclusion of gathering and crafting as part of the gameplay loop, and a smattering of other things that dont just merely codify the system and make it less of a creative process to run, but at the same time make the game more fun. </p><p></p><p>Having more codified mechanics, procedures, and rules are not always bad, but one can go overboard with it if they're all designed without considering what they add to the games fun. </p><p></p><p>And particularly so when the system itself isn't set up to be modular. GURPs can get away with things being lackluster because most tables aren't going to be running the entire thing, and its actively encouraged that you pick and choose.</p><p></p><p>Something like Pathfinder, however, not so much.</p></blockquote><p></p>
[QUOTE="Emberashh, post: 9034102, member: 7040941"] I would say this isn't entirely accurate, or rather is oversimplified, as this leads towards an end goal of the GM effectively just being the human cog that enables the game rather than a true participant in their own right. At that point, just bring on ChatGM and skip the rigmarole. But it also comes down to defining what the GM is even for, and its not like we don't have games that resolved that question by simply excising the role entirely rather than trying to find a balance. As a creative person (who runs with a group of creatives who all rotate as GM), there are some negatives to games that go out of their way to weigh in on every possible thing, and especially so when doing so doesn't come with any interesting mechanics or gameplay (or worse, with worse mechanics and worse gameplay) that make following a more rigid game worthwhile. That was something I had to come to grips with when I started to overhaul Exploration for my 5e games, which became the basis for Exploration in my own game. It was desirable to have something more codified and dependable as a system, but it had to be justified by its components not just being fun in their own right but flexible enough to allow for a more freeform experience. Hence the decision to unify montages, point crawls, and hex crawls as one cohesive, fluid system that can both be used individually or in unison, the decision to codify and define different types of crawls with distinct (but interconnected) mechanics, and frame the entire thing in an intuitive time based on the tension pool, the inclusion of gathering and crafting as part of the gameplay loop, and a smattering of other things that dont just merely codify the system and make it less of a creative process to run, but at the same time make the game more fun. Having more codified mechanics, procedures, and rules are not always bad, but one can go overboard with it if they're all designed without considering what they add to the games fun. And particularly so when the system itself isn't set up to be modular. GURPs can get away with things being lackluster because most tables aren't going to be running the entire thing, and its actively encouraged that you pick and choose. Something like Pathfinder, however, not so much. [/QUOTE]
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