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<blockquote data-quote="Manbearcat" data-source="post: 8417281" data-attributes="member: 6696971"><p>Two things I want to say right quick (as I'm time-restricted):</p><p></p><p>* GM's Say being in abundance (as it is in FKR) is not a de facto bad thing. I don't think that you'll find (across the distribution) of Story Now advocates that we feel that a default spread like this System's Say 1 / GM's Say 6 / Player's Say 3 means "crap game" (I've GMed so many hours of "Big GM's Say" games its not funny...likely more than any other setup). A scant number of folks may feel that way, but I'm confident that position isn't widespread. What is widespread is "if GM's Say is going to be 6+", then (a) own it, (b) speak clearly about its merits, (c) allow for analysis upon the implications of play of this distribution so that (d) people can make informed choices about what to play and (e) participants of "High GM's Say" systems can improve at their craft (particularly the GM's...eg "own Force, understand it, get better at deploying it).</p><p></p><p>* I don't agree (like...at all...its empirically not true...because I've run every manner of game under the sun since 1984....thousands and thousands and thousands of hours of GMing everything possible...and I know it for a fact) that rules-heavy games inherently and/or fundamentally mean tables are preoccupied with, and driven by, rules over fiction. Its just not true. I've GMed so many games on the rules-heavy side of things where the rules are clear, beautifully integrated, cognitively queueable (meaning the uptake of them and the uptake of sequential and integrated/related rules are "sticky" for the brain), and easily inferable from first principles (as to the what/how/why of their application and the adjudication of exceptions). When games are like this (Moldvay Basic, D&D 4e, Sorcerer, Torchbearer, Blades in the Dark, probably Aliens but I'm still TBD on this), in practice, they're every bit as nimble as Dogs in the Vineyard, My Life With Master, and Apocalypse World at the table. </p><p></p><p>Its when systems are opaque, byzantine, incoherent, and not well integrated is when this becomes a problem. GMs and Players Best Practices defy what the game is supposed to be about as incentive structures and (purported) play goals/premise becomes misaligned, cognitive overhead becomes overwhelming, and table time is disproportionately spent on "non-play."</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 8417281, member: 6696971"] Two things I want to say right quick (as I'm time-restricted): * GM's Say being in abundance (as it is in FKR) is not a de facto bad thing. I don't think that you'll find (across the distribution) of Story Now advocates that we feel that a default spread like this System's Say 1 / GM's Say 6 / Player's Say 3 means "crap game" (I've GMed so many hours of "Big GM's Say" games its not funny...likely more than any other setup). A scant number of folks may feel that way, but I'm confident that position isn't widespread. What is widespread is "if GM's Say is going to be 6+", then (a) own it, (b) speak clearly about its merits, (c) allow for analysis upon the implications of play of this distribution so that (d) people can make informed choices about what to play and (e) participants of "High GM's Say" systems can improve at their craft (particularly the GM's...eg "own Force, understand it, get better at deploying it). * I don't agree (like...at all...its empirically not true...because I've run every manner of game under the sun since 1984....thousands and thousands and thousands of hours of GMing everything possible...and I know it for a fact) that rules-heavy games inherently and/or fundamentally mean tables are preoccupied with, and driven by, rules over fiction. Its just not true. I've GMed so many games on the rules-heavy side of things where the rules are clear, beautifully integrated, cognitively queueable (meaning the uptake of them and the uptake of sequential and integrated/related rules are "sticky" for the brain), and easily inferable from first principles (as to the what/how/why of their application and the adjudication of exceptions). When games are like this (Moldvay Basic, D&D 4e, Sorcerer, Torchbearer, Blades in the Dark, probably Aliens but I'm still TBD on this), in practice, they're every bit as nimble as Dogs in the Vineyard, My Life With Master, and Apocalypse World at the table. Its when systems are opaque, byzantine, incoherent, and not well integrated is when this becomes a problem. GMs and Players Best Practices defy what the game is supposed to be about as incentive structures and (purported) play goals/premise becomes misaligned, cognitive overhead becomes overwhelming, and table time is disproportionately spent on "non-play." [/QUOTE]
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