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General Tabletop Discussion
*TTRPGs General
*The setting* as the focus of "simulationist" play
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<blockquote data-quote="payn" data-source="post: 9083531" data-attributes="member: 90374"><p>This is an interesting topic. I personally feel the best place to be is in-between player established drama and GM driven play. For example, I think a sandbox still needs walls so you know the boundaries you have to work within. Just because a sandbox has walls, doesn't mean its too confining. This is, of course, my personal subjective taste and not what I think the default should be in general.</p><p></p><p>I often feel that determining how far into player established drama or GM driven play is dictated by playstyle. I think of it in terms of how proactive or reactive is the player? I know up thread there was some discussion on dramatic need filling out a character so they are not a caricature or simple avatar. However, for a reactive player that is actually desirable. They don't really want to think too hard about it. They are ok with the GM driving the play as that <em>is</em> the game for them. A proactive player, however, will be very comfortable developing dramatic need and offering a lot of material for a GM to use.</p><p></p><p>The real kicker is that in my experience you often have a mix of proactive and reactive players. Too many in one direction or the other can often spell trouble for the overall experience (at least for the folks in the minority). This has driven me away from starting long running campaigns with folks I don't know. I gravitate towards one shots and organized play with low commitment. I want to suss out the level of proactive vs reactive before engaging in long term play. This has improved the quality of my experience greatly.</p><p></p><p>I also believe that modern design takes these concepts into account. The mechanics will push play into one direction or the other. In the case of generic systems, the mechanics should be relaxed and allow the GM and players to decide how to push the direction of play. In any case, I am a believer that system matters, and knowing your players will help pick the one(s) most suitable.</p><p></p><p>Personally, I like a myriad of modes of play and systems. If I'm supposed to lean into a style I will. As stated, my ideal place is in-between the OP contrasts, but I can temper my expectations. What I find difficult is that my online friends and communities have discussions such as these often enough to understand the concepts and form jargon. However, a lot of folks have just a passing fancy with RPG play and don't fully understand the jargon or concepts to be able to discuss as we are here. This is also why I don't join long term games with folks I don't know. I find I can not trust the average person to fully describe their taste and play style. I really only know through actual play experience. YMMV.</p></blockquote><p></p>
[QUOTE="payn, post: 9083531, member: 90374"] This is an interesting topic. I personally feel the best place to be is in-between player established drama and GM driven play. For example, I think a sandbox still needs walls so you know the boundaries you have to work within. Just because a sandbox has walls, doesn't mean its too confining. This is, of course, my personal subjective taste and not what I think the default should be in general. I often feel that determining how far into player established drama or GM driven play is dictated by playstyle. I think of it in terms of how proactive or reactive is the player? I know up thread there was some discussion on dramatic need filling out a character so they are not a caricature or simple avatar. However, for a reactive player that is actually desirable. They don't really want to think too hard about it. They are ok with the GM driving the play as that [I]is[/I] the game for them. A proactive player, however, will be very comfortable developing dramatic need and offering a lot of material for a GM to use. The real kicker is that in my experience you often have a mix of proactive and reactive players. Too many in one direction or the other can often spell trouble for the overall experience (at least for the folks in the minority). This has driven me away from starting long running campaigns with folks I don't know. I gravitate towards one shots and organized play with low commitment. I want to suss out the level of proactive vs reactive before engaging in long term play. This has improved the quality of my experience greatly. I also believe that modern design takes these concepts into account. The mechanics will push play into one direction or the other. In the case of generic systems, the mechanics should be relaxed and allow the GM and players to decide how to push the direction of play. In any case, I am a believer that system matters, and knowing your players will help pick the one(s) most suitable. Personally, I like a myriad of modes of play and systems. If I'm supposed to lean into a style I will. As stated, my ideal place is in-between the OP contrasts, but I can temper my expectations. What I find difficult is that my online friends and communities have discussions such as these often enough to understand the concepts and form jargon. However, a lot of folks have just a passing fancy with RPG play and don't fully understand the jargon or concepts to be able to discuss as we are here. This is also why I don't join long term games with folks I don't know. I find I can not trust the average person to fully describe their taste and play style. I really only know through actual play experience. YMMV. [/QUOTE]
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