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General Tabletop Discussion
*TTRPGs General
Worlds of Design: “Old School” in RPGs and other Games – Part 2 and 3 Rules, Pacing, Non-RPGs, and G
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<blockquote data-quote="jasper" data-source="post: 7769078" data-attributes="member: 277"><p>I finished half my coffee. And read some other thread and other forums. This is what I think the OP is trying to say.</p><p>RULEs.</p><p>A GM can be Old Scholl/Gameist or New School/Storist regardless of the rules set. Some game systems like FATE are geared toward Story. </p><p>GM ROLE</p><p>Is the GM a gawd or rules arbiter? I not answering that question. But a rule heavy system gets in the way of STORY telling. </p><p>PACING</p><p>Old School/Gameist people know some times the adventure will be boring or bad. New School/Storyist makes sure nothing really bad happens.</p><p>NON-RPGs TOO</p><p>Even with three fourths of my coffee gone, I don’t know what the author is trying to say.</p></blockquote><p></p>
[QUOTE="jasper, post: 7769078, member: 277"] I finished half my coffee. And read some other thread and other forums. This is what I think the OP is trying to say. RULEs. A GM can be Old Scholl/Gameist or New School/Storist regardless of the rules set. Some game systems like FATE are geared toward Story. GM ROLE Is the GM a gawd or rules arbiter? I not answering that question. But a rule heavy system gets in the way of STORY telling. PACING Old School/Gameist people know some times the adventure will be boring or bad. New School/Storyist makes sure nothing really bad happens. NON-RPGs TOO Even with three fourths of my coffee gone, I don’t know what the author is trying to say. [/QUOTE]
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