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Tracy Hickman: The third founder of (modern) D&D?
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<blockquote data-quote="Yora" data-source="post: 8333869" data-attributes="member: 6670763"><p>I think even though I very much dislike the modern type of adventures that evolved from it, I think the original idea to have the players be participants of a story rather than sieving through what's left after a story had basically ended was actually quite briliant.</p><p>The big problem is when specific scenes are scripted in a way that requires that previous scenes have to happen in specific ways, and that the GM has to manipulate the actions taken by the players to ensure that the outcome of each scene follows the script.</p><p>At this point, you're no longer playing a game. You're performing a stage play. In which the main actors do not know the script and what they are requited to do. Players can still chose how they want to fight the battle, but their choices do not affect the outcome of the battle. The script dictates which battles will be won or lost. And players understand that, so there is little real pressure or incentive to do something smart.</p><p>Players enjoy listening to the story they are being told while rolling the (largely irrelevant) dice. But when you already have everyone at the table with characters and dice, it's just such a shame that the time is not being spend creating a new unknown story in a way that no other narrative medium can.</p><p>That this has been the defauly for published adventures and how GMs are taught to create their own content for the last three decades is the great tragedy of RPGs.</p></blockquote><p></p>
[QUOTE="Yora, post: 8333869, member: 6670763"] I think even though I very much dislike the modern type of adventures that evolved from it, I think the original idea to have the players be participants of a story rather than sieving through what's left after a story had basically ended was actually quite briliant. The big problem is when specific scenes are scripted in a way that requires that previous scenes have to happen in specific ways, and that the GM has to manipulate the actions taken by the players to ensure that the outcome of each scene follows the script. At this point, you're no longer playing a game. You're performing a stage play. In which the main actors do not know the script and what they are requited to do. Players can still chose how they want to fight the battle, but their choices do not affect the outcome of the battle. The script dictates which battles will be won or lost. And players understand that, so there is little real pressure or incentive to do something smart. Players enjoy listening to the story they are being told while rolling the (largely irrelevant) dice. But when you already have everyone at the table with characters and dice, it's just such a shame that the time is not being spend creating a new unknown story in a way that no other narrative medium can. That this has been the defauly for published adventures and how GMs are taught to create their own content for the last three decades is the great tragedy of RPGs. [/QUOTE]
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Tracy Hickman: The third founder of (modern) D&D?
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