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Torchbearer 2nd ed: first impressions
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<blockquote data-quote="AbdulAlhazred" data-source="post: 8615848" data-attributes="member: 82106"><p>I suspect it isn't that there is actually highly adversarial play in a 'people at the table sense', even in classid D&D dungeon crawl land, so much as there is just a LONG history of casting people in the roles of the player who exploits everything they can, and the GM who is in charge of saying 'no'. Time and time again in these discussions of narratively focused games/Story Games this same issue comes up in the discussion (although it hasn't really in this thread) where someone will make this absolutist statement about how it is utterly fundamental to all RPG play that 'The DM must do X' where X is one of a handful of things that Gygax decreed to be fundamental in the 1e DMG (IE keep time, map out the dungeon, say all fiction, whatever). </p><p></p><p>The thing that always amazes me is that after 40+ years the news has not yet permeated every nook and cranny of the RPG world that there are actually more ways to play such games than were imagined in 1974... </p><p></p><p>And, yeah, we do tend to be fairly self-policing. I mean, I don't really see it as the GM's sole function to weed out silly applications of traits or whatever. Sure, you may be in the best position to do so, at times, but the goal of play is not 'winning' (in TB2 anyway) it is playing the characters and developing who they are, while also exploring the world they are part of, and seeing where all that takes them.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 8615848, member: 82106"] I suspect it isn't that there is actually highly adversarial play in a 'people at the table sense', even in classid D&D dungeon crawl land, so much as there is just a LONG history of casting people in the roles of the player who exploits everything they can, and the GM who is in charge of saying 'no'. Time and time again in these discussions of narratively focused games/Story Games this same issue comes up in the discussion (although it hasn't really in this thread) where someone will make this absolutist statement about how it is utterly fundamental to all RPG play that 'The DM must do X' where X is one of a handful of things that Gygax decreed to be fundamental in the 1e DMG (IE keep time, map out the dungeon, say all fiction, whatever). The thing that always amazes me is that after 40+ years the news has not yet permeated every nook and cranny of the RPG world that there are actually more ways to play such games than were imagined in 1974... And, yeah, we do tend to be fairly self-policing. I mean, I don't really see it as the GM's sole function to weed out silly applications of traits or whatever. Sure, you may be in the best position to do so, at times, but the goal of play is not 'winning' (in TB2 anyway) it is playing the characters and developing who they are, while also exploring the world they are part of, and seeing where all that takes them. [/QUOTE]
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