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Why Do You Hate An RPG System?
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<blockquote data-quote="Ovinomancer" data-source="post: 7901694" data-attributes="member: 16814"><p>Not that I'm trying to change your mind, here, but this is a very good observation. FATE and similarly structured games do require the GM be more, for lack of a better general word, antagonistic. But, this makes sense in the frame that the GM's job is to play the antagonists to the players' protagonists, right? Still, it does require bringing a level of pain more directly that some may be comfortable with. To that end, PbtA has some great advice on the matter.</p><p></p><p>First, telegraph threats -- if you establish a threat before you drop it, players won't feel like you're gunning for them. </p><p></p><p>Second, if the players don't deal with the threat, hit them with it. They've earned it now.</p><p></p><p>Finally, and this is the key, be a fan of the characters. Punish them, hit them hard in soft places, but always cheer when they succeed. This both removes any competitive feels on both sides of the screen and lets the players know that you're not being mean because you don't like them.</p><p></p><p></p><p></p><p>That's a very D&D centric point of view! I fully adhere to it when I run or play D&D, so it's not a bad thing, but it's not the only way RPGs can work.</p></blockquote><p></p>
[QUOTE="Ovinomancer, post: 7901694, member: 16814"] Not that I'm trying to change your mind, here, but this is a very good observation. FATE and similarly structured games do require the GM be more, for lack of a better general word, antagonistic. But, this makes sense in the frame that the GM's job is to play the antagonists to the players' protagonists, right? Still, it does require bringing a level of pain more directly that some may be comfortable with. To that end, PbtA has some great advice on the matter. First, telegraph threats -- if you establish a threat before you drop it, players won't feel like you're gunning for them. Second, if the players don't deal with the threat, hit them with it. They've earned it now. Finally, and this is the key, be a fan of the characters. Punish them, hit them hard in soft places, but always cheer when they succeed. This both removes any competitive feels on both sides of the screen and lets the players know that you're not being mean because you don't like them. That's a very D&D centric point of view! I fully adhere to it when I run or play D&D, so it's not a bad thing, but it's not the only way RPGs can work. [/QUOTE]
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