What does reducing GM overload mean to you? Do you would describe reducing GM overload as a contemporary approach to TTRPG mechanics that you have observed?
My interest is per the OP (with adjustment): "What do you think of as contemporary approaches to TTRPG mechanics?" I have made a number of dedicated attempts to focus my contributions in this thread on that topic.
To those ends, I am personally uninterested in discussions of "do I like this contemporary approach: yes or no?," even less interested in discussions of whether other people like these approaches to mechanics or not, and zero interest in people dragging their hatred of narrative games into each and every conversation. I am interested in explanations for these changes, such as why, when, and how these approaches have come into vogue.
If we are having a discussion of "What is jazz music?," it's hard to imagine having someone whose primary contribution to discussion is just to periodically remind us how much they hate jazz and prefer country music has any intention to engage with the discussed topic in a productive manner.
Fulfilling my desires? I am only telling you about my approach in this thread and expressing my own disinterest in whether people like something or not.I don't consider those two points entirely separable, so I'm afraid I'm not going to fulfill your desires here.
This is a difference than just the point coming up. At what point does it just become thread-crapping every single conversation about the topic? There is a certain point when you gotta realize that just because you dislike something, you don't have to voice your dislike about it anytime it comes up when people are trying to discuss it.When comparing to prior art, I don't think "This is unsatisfactory to some listeners for this reason" is a particularly unlikely thread to come up in context.
Perhaps. Though it ties to the whole "intentionality of design" thing that a lot of people saw as indicative of modern game.Maybe another thread for rehashing How to Play Blades in the Dark?
I'd say you have cause and effect backwards. Doing something that added to the GM overhead inherently has a price and that price is (sometimes among other things) that it adds to the GM overhead. But most things that got into the GM's budget section had a reason and therefore don't have zero value.
Ars Ludi has done a recent couple of blog posts on the "GM star pattern" where the GM is running almost parallel games with the players; the more balanced pattern is both better and has a lower overhead.
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And as an aside I have a theory that, thanks to some playtesting, mid level 2e, 3.X, and 4e are all about the same complexity at low level; they all started with a framework then added Stuff they thought was fun until their nerd playtesters started tapping out.
Fulfilling my desires? I am only telling you about my approach in this thread and expressing my own disinterest in whether people like something or not.
But at what point does it just become thread-crapping every single conversation about the topic? There is a certain point when you gotta realize that just because you dislike something, you don't have to voice your dislike about it anytime it comes up when people are trying to discuss it.
Report you? You think that I'm talking about you?When the majority of the thread considers it does. Otherwise, by all means feel free to report me on this.
Considering that literally every "modern" game I've seen come out this year has been explicit about the separation between PC and NPC design I think we can say that's a core characteristic. Even 5e.24 did this to a degree.
Somewhere over in another D&D focused thread I saw somebody saying their players were like "wait why should a wizard be able to do thing PC wizards dont have access to" and not only does efficient design for GM ease of running help the flow of play but it avoids this sort of "the bad guys are just like us" crap.
Considering that literally every "modern" game I've seen come out this year has been explicit about the separation between PC and NPC design I think we can say that's a core characteristic. Even 5e.24 did this to a degree.
Somewhere over in another D&D focused thread I saw somebody saying their players were like "wait why should a wizard be able to do thing PC wizards dont have access to" and not only does efficient design for GM ease of running help the flow of play but it avoids this sort of "the bad guys should be just like us" crap.