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<blockquote data-quote="Celebrim" data-source="post: 5080143" data-attributes="member: 4937"><p>This is a good example of how it takes all kinds, and there is no perfect game system or technique for everyone.</p><p></p><p>The game you describe sounds like the sort that I wouldn't want to be in. Yet, it sounds like its what you want.</p><p></p><p></p><p></p><p>Narrativist games where the players set the outcomes that are staked on the fortune are interesting, but they usually have various features designed to handle this in an interesting way and themes suited to the mechanic. I don't feel that they are suitable for everything.</p><p></p><p></p><p></p><p>It sounds like your solution to 'cutting the chatter' was to make it a regular and non-devisive part of the game. Personally, I couldn't stand that as an outcome either as a player or DM.</p><p></p><p>But, if it is what you have to do to settle the conflict, then I guess its what you have to do.</p><p></p><p>But I consider it interesting that I said that open rules sets led to players continually making demands on the DM as to the outcome and method of resolution, and your responce is basically, 'Well, that's a feature and not a bug'. It would drive me crazy. As a DM, I'd feel like the game would play better without me, and that I had no desire to be used as little more than a rubber stamp validating the players desires. As a player, I'd be frustrated at the amount of metagame talk masquerading as roleplay and the general slow pace necessitated by stopping to set stakes and reach a consensus at every point.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 5080143, member: 4937"] This is a good example of how it takes all kinds, and there is no perfect game system or technique for everyone. The game you describe sounds like the sort that I wouldn't want to be in. Yet, it sounds like its what you want. Narrativist games where the players set the outcomes that are staked on the fortune are interesting, but they usually have various features designed to handle this in an interesting way and themes suited to the mechanic. I don't feel that they are suitable for everything. It sounds like your solution to 'cutting the chatter' was to make it a regular and non-devisive part of the game. Personally, I couldn't stand that as an outcome either as a player or DM. But, if it is what you have to do to settle the conflict, then I guess its what you have to do. But I consider it interesting that I said that open rules sets led to players continually making demands on the DM as to the outcome and method of resolution, and your responce is basically, 'Well, that's a feature and not a bug'. It would drive me crazy. As a DM, I'd feel like the game would play better without me, and that I had no desire to be used as little more than a rubber stamp validating the players desires. As a player, I'd be frustrated at the amount of metagame talk masquerading as roleplay and the general slow pace necessitated by stopping to set stakes and reach a consensus at every point. [/QUOTE]
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