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<blockquote data-quote="Ovinomancer" data-source="post: 8417684" data-attributes="member: 16814"><p>Not to pick on you, but D&D, GURPS, oWoD, CoC, most d6 games (I assume you mean WEG here) all feature roughly the same authority distribution as D&D. These expect the GM to come with prep that the players play to discover*. Pretty much exclusively, unless you're making big efforts to confront the system and do it differently. And there's nothing wrong with this -- it's how I run 5e after all and I like it fine.</p><p></p><p>FATE's a game I have issues with specifically because it doesn't provide guidance on how to lean into what it can offer, but instead is wishy-washy and lets you run in in the same authority distribution style. So, not really a clear cut example without more detail. Cypher system I'm only vaguely familiar with as to it's core mechanics, but I can't say how it distributes authorities or how hard it is to play with a strong GM authority core.</p><p></p><p>PbtA games have a very different authority distribution to the games you've presented, and that makes a big difference. Of course, it's possible you played FATE in this manner, but then it shouldn't be very hard to leverage that experience with FATE into understanding how AW does things. You aren't, you aren't even mentioning FATE in relation to the current discussion, so perhaps you did play FATE with GM prep and players playing to find out what that is.</p><p></p><p>*To further expand on this -- this is a shorthand and blunt version of the play of many games where the GM has prep and play goes with that prep. It's exemplified by both B/X dungeon crawls and by modern AP products -- there's a good deal of prep and play is about learning of it and navigating it. B/X differs from AP in that there's not plot prepped, just a confined location, and play is more about defeating the challenge of the map and key rather that looking for a plot (it's very story after), but it holds true as a heavy GM authority game.</p><p></p><p>There's nothing wrong with these approaches, I'm just calling them out clearly because it's a big difference in approach and play. I very much do enjoy these kinds of games, as they tend to scratch one of my gaming itches. I'm finding my play of Aliens with one of my away groups lends to this style of authority distribution and play as well, and I'm hella excited to run some Aliens for my home crew when we get to a break with the D&D campaign. (My home group is a bunch of friends I've been gaming with f2f, some for 20 years, while my "away" groups are new friends but aren't part of my home crew. I have 2 away groups right now, one Blades and the other Aliens.)</p></blockquote><p></p>
[QUOTE="Ovinomancer, post: 8417684, member: 16814"] Not to pick on you, but D&D, GURPS, oWoD, CoC, most d6 games (I assume you mean WEG here) all feature roughly the same authority distribution as D&D. These expect the GM to come with prep that the players play to discover*. Pretty much exclusively, unless you're making big efforts to confront the system and do it differently. And there's nothing wrong with this -- it's how I run 5e after all and I like it fine. FATE's a game I have issues with specifically because it doesn't provide guidance on how to lean into what it can offer, but instead is wishy-washy and lets you run in in the same authority distribution style. So, not really a clear cut example without more detail. Cypher system I'm only vaguely familiar with as to it's core mechanics, but I can't say how it distributes authorities or how hard it is to play with a strong GM authority core. PbtA games have a very different authority distribution to the games you've presented, and that makes a big difference. Of course, it's possible you played FATE in this manner, but then it shouldn't be very hard to leverage that experience with FATE into understanding how AW does things. You aren't, you aren't even mentioning FATE in relation to the current discussion, so perhaps you did play FATE with GM prep and players playing to find out what that is. *To further expand on this -- this is a shorthand and blunt version of the play of many games where the GM has prep and play goes with that prep. It's exemplified by both B/X dungeon crawls and by modern AP products -- there's a good deal of prep and play is about learning of it and navigating it. B/X differs from AP in that there's not plot prepped, just a confined location, and play is more about defeating the challenge of the map and key rather that looking for a plot (it's very story after), but it holds true as a heavy GM authority game. There's nothing wrong with these approaches, I'm just calling them out clearly because it's a big difference in approach and play. I very much do enjoy these kinds of games, as they tend to scratch one of my gaming itches. I'm finding my play of Aliens with one of my away groups lends to this style of authority distribution and play as well, and I'm hella excited to run some Aliens for my home crew when we get to a break with the D&D campaign. (My home group is a bunch of friends I've been gaming with f2f, some for 20 years, while my "away" groups are new friends but aren't part of my home crew. I have 2 away groups right now, one Blades and the other Aliens.) [/QUOTE]
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