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Wandering Adventure Party

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  3. This was a good piece about adventures that leave space for GMs to make their own creative decisions: https://bluemountain.bearblog.dev/chew-your-own-damn-food/

This was a good piece about adventures that leave space for GMs to make their own creative decisions: https://bluemountain.bearblog.dev/chew-your-own-damn-food/

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  • Moreau VazhT Moreau Vazh

    @kichae To each their own bud šŸ˜‰ My games tend to be quite socially-anchored and there's a lot of 'what would make sense in this situation?' where it's partly me making rulings, partly players explaining their thinking, and partly the group negotiating stuff.

    KichaeK Offline
    KichaeK Offline
    Kichae
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    wrote last edited by
    #21

    Moreau Vazh Indeed. And that’s great at the table level. I run my games very similarly. The issue is more… ā€œout thereā€, you know? Like, when ā€œrulings, not rulesā€ becomes a mantra that translates to ā€œthe GM has spoken, so sit the fuck downā€.

    I’ve seen the moden/OSR divide spoken of as ā€œhigh trustā€ vs ā€œlow trustā€, and the bulk of the OSR community has kind of shown itself to be individuals you probably shouldn’t trust demanding to be in high trust environments.

    Meanwhile, the modern game landscape seems to be split between people who refuse to read, and people who refuse to think for themselves.

    Everywhere you look, it’s kind of a hellscape.

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    • S. John RossS S. John Ross

      @Taskerland For me as a player ... I expect the GM to protect our table from all externally-imposed outcomes of any kind, from any source.

      Which, fortunately, is a trivial matter for a GM to do, since they're the GM. šŸ˜†

      "You insist that I do WHAT, module? You may fuck directly off."

      Games People PlayG This user is from outside of this forum
      Games People PlayG This user is from outside of this forum
      Games People Play
      wrote last edited by
      #22

      @SJohnRoss @Taskerland The thing is, the target demo of people who consume canned adventures are either fans of railroading or people who don't mind them. High-trust GMs using canned goods are the exception, not the norm.

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      • Moreau VazhT Moreau Vazh

        There was a similar problem in the 80s and 90s when designers took it upon themselves to second-guess GMs and impose outcomes through the use of narrative guardrails.

        Nowadays the same instinct has returned but the guardrails are generally procedural (in the case of the OSR) or structural (in the case of storygames).

        Games People PlayG This user is from outside of this forum
        Games People PlayG This user is from outside of this forum
        Games People Play
        wrote last edited by
        #23

        @Taskerland History moves in cycles and gaming is not the exception (hell, someone recently re-invented Marauder 2107).

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