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What does it mean to "Challenge the Character"?
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<blockquote data-quote="Immortal Sun" data-source="post: 7599781"><p>Then, no offence, he's not the GM. He's a player.</p><p></p><p>And I'm not saying anything is wrong with that kind of play. But if the only functional difference between the GM and the players is that they defer to the GM for rulings, then all he amounts to is a player with two hats. His "PC"s are simply the opposing forces. </p><p></p><p>And I don't think talking about games where everyone is kinda the GM and also kinda a player, really applies to what I was describing, and it certainly doesn't sound anything like what Celebrim was talking about.</p><p></p><p></p><p></p><p>BZZZT! Judgement call detected! I've been there. I've played these games. If the players are skilled and up to the task of being a GM-lite, then yeah, it can. But if they're not? And quite frankly: most of them aren't, then it <em>doesn't</em>. There's a reason there are far more players than GMs. Most people A: don't wanna. And B: can't. </p><p></p><p></p><p>This sounds suspiciously like one of those statement reversals that people trying to steal your money say.</p><p>Like: In order to discover the love in others, we must have others discover the love.</p><p>Also: this isn't limited to non-GM-centric games. This occurs and <em>only</em> occurs when players (all of them, GM included) are willing to step up to the plate. Again, <em>most aren't</em>. </p><p></p><p></p><p>Sure, <em>again</em> if you've got players who are up to the task.</p><p></p><p></p><p>While I haven't played Dungeon World, I have played this a lot. Because this is how I run a great deal of my games. I provide a base world with some various details and work with my players to detail in more things based on their characters and what they want to see. It is not procedurally generated, or randomly generated as I find this terribly boring (on both sides) and no, my players don't have equal control to the DM, they have a lot more control than just "their characters".</p></blockquote><p></p>
[QUOTE="Immortal Sun, post: 7599781"] Then, no offence, he's not the GM. He's a player. And I'm not saying anything is wrong with that kind of play. But if the only functional difference between the GM and the players is that they defer to the GM for rulings, then all he amounts to is a player with two hats. His "PC"s are simply the opposing forces. And I don't think talking about games where everyone is kinda the GM and also kinda a player, really applies to what I was describing, and it certainly doesn't sound anything like what Celebrim was talking about. BZZZT! Judgement call detected! I've been there. I've played these games. If the players are skilled and up to the task of being a GM-lite, then yeah, it can. But if they're not? And quite frankly: most of them aren't, then it [I]doesn't[/I]. There's a reason there are far more players than GMs. Most people A: don't wanna. And B: can't. This sounds suspiciously like one of those statement reversals that people trying to steal your money say. Like: In order to discover the love in others, we must have others discover the love. Also: this isn't limited to non-GM-centric games. This occurs and [I]only[/I] occurs when players (all of them, GM included) are willing to step up to the plate. Again, [I]most aren't[/I]. Sure, [I]again[/I] if you've got players who are up to the task. While I haven't played Dungeon World, I have played this a lot. Because this is how I run a great deal of my games. I provide a base world with some various details and work with my players to detail in more things based on their characters and what they want to see. It is not procedurally generated, or randomly generated as I find this terribly boring (on both sides) and no, my players don't have equal control to the DM, they have a lot more control than just "their characters". [/QUOTE]
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