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<blockquote data-quote="Manbearcat" data-source="post: 7757574" data-attributes="member: 6696971"><p>Not pemerton, but I'll throw some quick words at this.</p><p></p><p>I'm assuming you're using the orthodox meaning of engaging here; <em>to captivate or to hold one's interest.</em></p><p></p><p>If so, then I'll just say this:</p><p></p><p>Yes to all of the above...IF they that same person is better at preparing than they are improvising!</p><p></p><p>However, as I've written a million times on this forum, significant deliberation and extrapolation before play (prep) can easily lead to the GM who is so invested in their efforts being seduced into deploying Force during play to ensure outcomes. Alternatively, it can also lead to their game being opaque to the players because (a) the minutiae and causal chains that seems so clear to GM are unclear to them and (b) they aren't privy to key backstory information that may serve as a bridge/glue. Typically, this is because a GM's concoctions are derived by and for their personal mental framework/frequency and therefore may not translate in part or in whole to their players. Further still, there isn't a conversation proxy or prism as through which the information is conveyed...the GM just mainlines it without need for a cipher. This turns a game into a muddled, consternating experience for players. As a result, the pacing and engagement will be damaged (I'm looking at you some of the cases of <em>Sherlock Holmes Consulting Detective: The Thames Murders & Other Cases</em>!). Thousands of D&D games featuring complex histories, intrigues, mysteries, and entangled plots have suffered mightily due to this.</p><p></p><p>Games that are clear, that support limited prep and open conversations and GMs that are deft at running them are less threatened by the above game problems.</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 7757574, member: 6696971"] Not pemerton, but I'll throw some quick words at this. I'm assuming you're using the orthodox meaning of engaging here; [I]to captivate or to hold one's interest.[/I] If so, then I'll just say this: Yes to all of the above...IF they that same person is better at preparing than they are improvising! However, as I've written a million times on this forum, significant deliberation and extrapolation before play (prep) can easily lead to the GM who is so invested in their efforts being seduced into deploying Force during play to ensure outcomes. Alternatively, it can also lead to their game being opaque to the players because (a) the minutiae and causal chains that seems so clear to GM are unclear to them and (b) they aren't privy to key backstory information that may serve as a bridge/glue. Typically, this is because a GM's concoctions are derived by and for their personal mental framework/frequency and therefore may not translate in part or in whole to their players. Further still, there isn't a conversation proxy or prism as through which the information is conveyed...the GM just mainlines it without need for a cipher. This turns a game into a muddled, consternating experience for players. As a result, the pacing and engagement will be damaged (I'm looking at you some of the cases of [I]Sherlock Holmes Consulting Detective: The Thames Murders & Other Cases[/I]!). Thousands of D&D games featuring complex histories, intrigues, mysteries, and entangled plots have suffered mightily due to this. Games that are clear, that support limited prep and open conversations and GMs that are deft at running them are less threatened by the above game problems. [/QUOTE]
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