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Why do you prefer DMing over Playing?
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<blockquote data-quote="Jack Daniel" data-source="post: 8566614" data-attributes="member: 694"><p>Ah, the zeal of the converted in combination with the rebellious feeling of countering the mainstream. It makes for a heady brew that compels us to preach the Good Word. </p><p></p><p>The indie RPG movement has its pet issues ("the mainstream is GM authority and combat-focused sim, but distributed authority and mechanics that act directly on narrative are the countercultural New Way! Preach it!"). The OSR does too ("the mainstream is play-acting protected protagonists through the GM's plotline, but lethal sandboxes and pawn stance are the countercultural Old Way! Praise Gygax!"). </p><p></p><p>I even recognize the exact same feeling in myself — that need to testify based on my very personal experience — that my games became noticeably more fun for me (and, as near as I can tell, for anyone I play with) when I switched from a heavily plotted and in-character play-style to hex-crawls, mega-dungeons, and not really giving a crap about whether the players "role-played" (in the vulgar sense) or not.</p><p></p><p>Amazing how that works. It should make us <em>all</em> feel considerably more skeptical of our own biases, I should think. It's certainly doing a number on mine.</p></blockquote><p></p>
[QUOTE="Jack Daniel, post: 8566614, member: 694"] Ah, the zeal of the converted in combination with the rebellious feeling of countering the mainstream. It makes for a heady brew that compels us to preach the Good Word. The indie RPG movement has its pet issues ("the mainstream is GM authority and combat-focused sim, but distributed authority and mechanics that act directly on narrative are the countercultural New Way! Preach it!"). The OSR does too ("the mainstream is play-acting protected protagonists through the GM's plotline, but lethal sandboxes and pawn stance are the countercultural Old Way! Praise Gygax!"). I even recognize the exact same feeling in myself — that need to testify based on my very personal experience — that my games became noticeably more fun for me (and, as near as I can tell, for anyone I play with) when I switched from a heavily plotted and in-character play-style to hex-crawls, mega-dungeons, and not really giving a crap about whether the players "role-played" (in the vulgar sense) or not. Amazing how that works. It should make us [I]all[/I] feel considerably more skeptical of our own biases, I should think. It's certainly doing a number on mine. [/QUOTE]
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