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TTRPG Genres You Just Can't Get Into -and- Tell Me Why I'm Wrong About X Genre I Don't Like
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<blockquote data-quote="Celebrim" data-source="post: 9610507" data-attributes="member: 4937"><p>You said: "They're not usually jerks about it..." However, you then went on to describe what I would describe as anti-social behavior albeit of a less intense sort. If I had a player who was always sidetracking the game in the middle by getting into long side discussions, I'd consider this anti-social in the context of meeting to play a game. If it happens every once in a while, well, no big deal. I let them talk until I sense the group is wanting to move on, then take on the role of bad guy/manager to get things back on track. But it is IMO being rude to distract from the game with too many side discussions.</p><p></p><p></p><p></p><p>No, quite the contrary, this is a massive amount of cognitive load and creativity I can off load to let me focus on the things that will actually matter to the adventure. This is all the world building stuff that I might otherwise have to do in my own homebrew setting, but it's already been done. This is the difference in workload between using a rules set and writing your own rules set. If I have to extensively house rule a game (and I always do), even if it ends up being 600 pages of house rules (and it can be) that's still less effort than making up my own system entirely from scratch. Editing something is massively less work than creating something.</p><p></p><p></p><p></p><p>Yes, but I'm not a casual fan of Star Wars either. Indeed, I'd say I'm enough of a nerd that any nerd IP big enough to be successful in the mainstream, I'm not actually a casual fan of. So any IP I am likely to run because I like it, I've already got these opinions anyway so I might as well use them.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 9610507, member: 4937"] You said: "They're not usually jerks about it..." However, you then went on to describe what I would describe as anti-social behavior albeit of a less intense sort. If I had a player who was always sidetracking the game in the middle by getting into long side discussions, I'd consider this anti-social in the context of meeting to play a game. If it happens every once in a while, well, no big deal. I let them talk until I sense the group is wanting to move on, then take on the role of bad guy/manager to get things back on track. But it is IMO being rude to distract from the game with too many side discussions. No, quite the contrary, this is a massive amount of cognitive load and creativity I can off load to let me focus on the things that will actually matter to the adventure. This is all the world building stuff that I might otherwise have to do in my own homebrew setting, but it's already been done. This is the difference in workload between using a rules set and writing your own rules set. If I have to extensively house rule a game (and I always do), even if it ends up being 600 pages of house rules (and it can be) that's still less effort than making up my own system entirely from scratch. Editing something is massively less work than creating something. Yes, but I'm not a casual fan of Star Wars either. Indeed, I'd say I'm enough of a nerd that any nerd IP big enough to be successful in the mainstream, I'm not actually a casual fan of. So any IP I am likely to run because I like it, I've already got these opinions anyway so I might as well use them. [/QUOTE]
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