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General Tabletop Discussion
*TTRPGs General
Which are you, The plan everything out GM, or the Ad lib?
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<blockquote data-quote="Celebrim" data-source="post: 9774485" data-attributes="member: 4937"><p>That's too bad. It's a pretty good game and it's often overlooked in the board gaming community because it came out after the American golden age that gave us Risk, Life, Sorry, Clue, etc. but before the European Renaissance. But I was hoping if you hadn't you could imagine the situation.</p><p></p><p></p><p></p><p>It's this statement more than anything else you've said that convinced me this is a pointless conversation. Because mechanics are really only a part of what goes into deciding the outcome of a TTRPG and in the context of this conversation to point to mechanics is bizarre to me.</p><p></p><p></p><p></p><p>That's just not true. That might be the way your game goes, but that's not true in the general case. Which door leads into the Tomb of Horrors is something that exists before the players find it. And which chest contains the magic ring in that dungeon is something that exists before a player finds it. We know that, because everyone that has played module (perhaps hundreds of thousands of people at this point) knows the answer and it's the same answer. And if it isn't the same answer, then you didn't play "Tomb of Horrors" but something that riffed off it. The fiction was reified before any player interacted with it. And this is really important, because if fiction is only ever reified when the player interacts with it, then everything is a Schrodinger's Dungeon and only the GM has any agency. If I'm deciding only after the player makes a proposition what is true in the fiction, then every choice the player makes is pointless and can be negated completely. They might as well ask you what you want them to do.</p><p></p><p></p><p></p><p>Whatever. I am not troubled by the fact that my imagination is limited. But if you can't imagine how different the two situations are, maybe I'm not the only one.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 9774485, member: 4937"] That's too bad. It's a pretty good game and it's often overlooked in the board gaming community because it came out after the American golden age that gave us Risk, Life, Sorry, Clue, etc. but before the European Renaissance. But I was hoping if you hadn't you could imagine the situation. It's this statement more than anything else you've said that convinced me this is a pointless conversation. Because mechanics are really only a part of what goes into deciding the outcome of a TTRPG and in the context of this conversation to point to mechanics is bizarre to me. That's just not true. That might be the way your game goes, but that's not true in the general case. Which door leads into the Tomb of Horrors is something that exists before the players find it. And which chest contains the magic ring in that dungeon is something that exists before a player finds it. We know that, because everyone that has played module (perhaps hundreds of thousands of people at this point) knows the answer and it's the same answer. And if it isn't the same answer, then you didn't play "Tomb of Horrors" but something that riffed off it. The fiction was reified before any player interacted with it. And this is really important, because if fiction is only ever reified when the player interacts with it, then everything is a Schrodinger's Dungeon and only the GM has any agency. If I'm deciding only after the player makes a proposition what is true in the fiction, then every choice the player makes is pointless and can be negated completely. They might as well ask you what you want them to do. Whatever. I am not troubled by the fact that my imagination is limited. But if you can't imagine how different the two situations are, maybe I'm not the only one. [/QUOTE]
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Which are you, The plan everything out GM, or the Ad lib?
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