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<blockquote data-quote="Tigris" data-source="post: 9849608" data-attributes="member: 7043270"><p>I do not know Awe games but for the PbtA games I did read (which I all found bad/a waste of time except masks and ironsworn) this is not true.</p><p></p><p></p><p>In PbtA games, at least like many GMs use them, its OSR level bad. You are right that they get specific GM turns and actions etc, but there is the "the narrative defines the action" thing. You can see this in the 1 HP dragon example and other things.</p><p></p><p></p><p>Meaning that what players can do is by the rules not given but by the narrative. And the GM decides in them if it makes sense. Like if you can shoot at the dragon or if this just does no damage because of the thick scales, so god is limited in how much they can annoy players with their GM turns but they can still decide what is possible leaving the players entirely to the arbitrariness of the GM. </p><p></p><p></p><p>Also rotating GMing is just a bandaid for the GM is god/elite problem and especially is no solution for players not wanting to GM in the first place. </p><p></p><p></p><p>Also or course GMing different systems may feel different but thats because the different systems are different, but the GMing compared to player is similar.</p><p></p><p>have you ever felt in a game more as a Dungeon Slave then Master? Where you were powerless out of any real control and could not decide anything, and where purely left to the arbitrariness of the players?</p><p></p><p></p><p>Or did you ever feel the same as all the other players, not in a special position, just like 1 player at the table? And more importantly did the other players ever feel like that?</p></blockquote><p></p>
[QUOTE="Tigris, post: 9849608, member: 7043270"] I do not know Awe games but for the PbtA games I did read (which I all found bad/a waste of time except masks and ironsworn) this is not true. In PbtA games, at least like many GMs use them, its OSR level bad. You are right that they get specific GM turns and actions etc, but there is the "the narrative defines the action" thing. You can see this in the 1 HP dragon example and other things. Meaning that what players can do is by the rules not given but by the narrative. And the GM decides in them if it makes sense. Like if you can shoot at the dragon or if this just does no damage because of the thick scales, so god is limited in how much they can annoy players with their GM turns but they can still decide what is possible leaving the players entirely to the arbitrariness of the GM. Also rotating GMing is just a bandaid for the GM is god/elite problem and especially is no solution for players not wanting to GM in the first place. Also or course GMing different systems may feel different but thats because the different systems are different, but the GMing compared to player is similar. have you ever felt in a game more as a Dungeon Slave then Master? Where you were powerless out of any real control and could not decide anything, and where purely left to the arbitrariness of the players? Or did you ever feel the same as all the other players, not in a special position, just like 1 player at the table? And more importantly did the other players ever feel like that? [/QUOTE]
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