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Why we like plot: Our Job as DMs
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<blockquote data-quote="Vyvyan Basterd" data-source="post: 5001818" data-attributes="member: 4892"><p>So we're limiting this discussion to a tighter definition of games?</p><p></p><p></p><p></p><p>In particular the third definition? There's been a lot of discussion about choosing one's own definition. </p><p></p><p></p><p></p><p>Ah, but couldn't that resolution be solved the same way it was in Cops & Robbers? Mutual agreement. Sure, it usually came with some argument when we were children, but a mature game could lead to a much more reasonable conclusion to a conflict. Why does the element of chance need to be introduced to make it a game? Would you say that social encounters in 1E and earlier versions of D&D were not games becasue the resolution of that scene wasn't determined by a skill check?</p><p></p><p>I haven't seen an actual game that takes rules completely out of the picture, but I could imagine one that people might enjoy. Games currently published that I think come closest to this type of play are Prime Time Adventures and Hero's Banner. I'm not completely familiar with either game, but second and third hand accounts put both of these games in the narrative sector. And I've found that exploring these 'narrative control' games for their ideas has given me some good options for the way I approach D&D.</p></blockquote><p></p>
[QUOTE="Vyvyan Basterd, post: 5001818, member: 4892"] So we're limiting this discussion to a tighter definition of games? In particular the third definition? There's been a lot of discussion about choosing one's own definition. Ah, but couldn't that resolution be solved the same way it was in Cops & Robbers? Mutual agreement. Sure, it usually came with some argument when we were children, but a mature game could lead to a much more reasonable conclusion to a conflict. Why does the element of chance need to be introduced to make it a game? Would you say that social encounters in 1E and earlier versions of D&D were not games becasue the resolution of that scene wasn't determined by a skill check? I haven't seen an actual game that takes rules completely out of the picture, but I could imagine one that people might enjoy. Games currently published that I think come closest to this type of play are Prime Time Adventures and Hero's Banner. I'm not completely familiar with either game, but second and third hand accounts put both of these games in the narrative sector. And I've found that exploring these 'narrative control' games for their ideas has given me some good options for the way I approach D&D. [/QUOTE]
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