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What Is an Experience Point Worth?
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<blockquote data-quote="Manbearcat" data-source="post: 7732402" data-attributes="member: 6696971"><p>I don't understand this Lanefan.</p><p></p><p>You do realize that there are LOTS of TTRPGs that have a baked-in premise that is meant to be addressed during play. That premise is neither owned by the GM nor is it owned by the players. </p><p></p><p>Folks who agree to play Blades in the Dark are fundamentally agreeing to play a game about a ruthless gang that is starting at the bottom rung of the power ladder in a gothic, supernatural-charged, city (which is inspired by early 20th century London/Birmingham). They aren't playing through a GM conceived metaplot. They aren't playing to tour a GM-conceived setting. They aren't playing to not address the premise of that gang scrapping and striving to climb that power ladder (eg, lets go eff off and sail the black sea and hunt Leviathans forever even though this game isn't about that!). </p><p></p><p>Folks who agree to play Dogs in the Vineyard are agreeing to play gun-toting Paladins meting out justice in a "Wild West that never was". There is a focused game premise baked-in, with character build-rules and setting that hook directly into that. Then we play to test God's Watchdogs (the PCs) and see what happens to them, their loved ones, their Faith, and the people they're tasked to protect from sin and demonic influence. Its not a game about "hey lets go be cattle ranchers because eff it!"</p><p></p><p>Folks who agree to play My Life With Master are looking to find out what happens when Love and Self-loathing compete as minions (PCs) under a dark lord(ess) enforce the villainous will of their master against a town held hostage...and ultimately rebel. </p><p></p><p>There are tons of games with a baked-in premise and a baked-in setting with abstractions that gets fleshed out during play (because the setting isn't the point). The game's premise and the game's setting doesn't belong to the GM. Yet people play them...earnestly...and intensely.</p><p></p><p>I just don't understand what work "not practical" is supposed to be doing here? I've GMed dozens of Dogs, Mouse Guard, My Life With Master, a few game of Blades, a game of Sorcerer, lots of Dungeon World & Apocalypse World, Monster Hearts, Masks, all the Cortex+ games, 10 Candles, Dread. Others I'm failing to remember now. They were all very practical. All very functional. All very coherent. All very enjoyable. All extraordinarily wieldy.</p><p></p><p>Games with a non-GM derived and focused play premise and a setting that doesn't belong to the GM (and isn't the point of play) are all very "practical."</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 7732402, member: 6696971"] I don't understand this Lanefan. You do realize that there are LOTS of TTRPGs that have a baked-in premise that is meant to be addressed during play. That premise is neither owned by the GM nor is it owned by the players. Folks who agree to play Blades in the Dark are fundamentally agreeing to play a game about a ruthless gang that is starting at the bottom rung of the power ladder in a gothic, supernatural-charged, city (which is inspired by early 20th century London/Birmingham). They aren't playing through a GM conceived metaplot. They aren't playing to tour a GM-conceived setting. They aren't playing to not address the premise of that gang scrapping and striving to climb that power ladder (eg, lets go eff off and sail the black sea and hunt Leviathans forever even though this game isn't about that!). Folks who agree to play Dogs in the Vineyard are agreeing to play gun-toting Paladins meting out justice in a "Wild West that never was". There is a focused game premise baked-in, with character build-rules and setting that hook directly into that. Then we play to test God's Watchdogs (the PCs) and see what happens to them, their loved ones, their Faith, and the people they're tasked to protect from sin and demonic influence. Its not a game about "hey lets go be cattle ranchers because eff it!" Folks who agree to play My Life With Master are looking to find out what happens when Love and Self-loathing compete as minions (PCs) under a dark lord(ess) enforce the villainous will of their master against a town held hostage...and ultimately rebel. There are tons of games with a baked-in premise and a baked-in setting with abstractions that gets fleshed out during play (because the setting isn't the point). The game's premise and the game's setting doesn't belong to the GM. Yet people play them...earnestly...and intensely. I just don't understand what work "not practical" is supposed to be doing here? I've GMed dozens of Dogs, Mouse Guard, My Life With Master, a few game of Blades, a game of Sorcerer, lots of Dungeon World & Apocalypse World, Monster Hearts, Masks, all the Cortex+ games, 10 Candles, Dread. Others I'm failing to remember now. They were all very practical. All very functional. All very coherent. All very enjoyable. All extraordinarily wieldy. Games with a non-GM derived and focused play premise and a setting that doesn't belong to the GM (and isn't the point of play) are all very "practical." [/QUOTE]
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