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<blockquote data-quote="howandwhy99" data-source="post: 4330407" data-attributes="member: 3192"><p>I think the problem here is too many GMs play like they are Gods over the whole game. And that they don't have an obligation to follow constructed world. The only reason anyone would ever allow a GM to run a game is if they properly judged the world. </p><p></p><p>I just sold Sorcerer. It was basically like FUDGE, virtually no rules to help players sink their teeth into the reality of the world. Everything was monotone. One roll boring. The other rules were metagaming and otherwise just some "the author declares all backgrounds must include" rules. --not to mention it seemed unsavory in trying to be edgy. Or what it called "Intense" roleplaying. Silly really. </p><p></p><p>I've read TSOY online and it is almost entirely "the author declares... yada yada". Tons of metagaming mechanics with many variations of mechanics that can only be used OOC. Like action points. </p><p></p><p>Burning Wheel I played online and that wasn't half bad, but it was more akin that old Aria game for which I still have the Worlds book. It wasn't quite roleplaying until you got down to the situational level and then we pulled back up to skip ahead through the future or to other PCs of the world we jointly created. It pretty much felt very contrived. Very much situational play that didn't focus at all on the world itself. BWIM, we already know what the world contained. No surprises, just play out the scenario like practicing endgames in chess. We might have played it "wrong" though.</p></blockquote><p></p>
[QUOTE="howandwhy99, post: 4330407, member: 3192"] I think the problem here is too many GMs play like they are Gods over the whole game. And that they don't have an obligation to follow constructed world. The only reason anyone would ever allow a GM to run a game is if they properly judged the world. I just sold Sorcerer. It was basically like FUDGE, virtually no rules to help players sink their teeth into the reality of the world. Everything was monotone. One roll boring. The other rules were metagaming and otherwise just some "the author declares all backgrounds must include" rules. --not to mention it seemed unsavory in trying to be edgy. Or what it called "Intense" roleplaying. Silly really. I've read TSOY online and it is almost entirely "the author declares... yada yada". Tons of metagaming mechanics with many variations of mechanics that can only be used OOC. Like action points. Burning Wheel I played online and that wasn't half bad, but it was more akin that old Aria game for which I still have the Worlds book. It wasn't quite roleplaying until you got down to the situational level and then we pulled back up to skip ahead through the future or to other PCs of the world we jointly created. It pretty much felt very contrived. Very much situational play that didn't focus at all on the world itself. BWIM, we already know what the world contained. No surprises, just play out the scenario like practicing endgames in chess. We might have played it "wrong" though. [/QUOTE]
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