I have pretty strong opinions on how one should run a ttrpg as, and in the role, of Game Master/Dungeon Master/Judge/Keeper, Starmaster, etc. What usually strikes folks I am in discussion with is my unwillingness to change my mind. That I do not have much wiggle-room in my definitions and positions. They also can't get over the fact that I have no issues with "I" statements. Such as, "I believe this...", "I do that...", etc. They are struck by the fact I will not see things "their" way.
The one which really starts the fireworks is when presented with the fact of "learning" modes, or models. As in there are people who cannot visualize, are unable to interact in a roleplaying game via theater of the mind. I state then the game form of ttrpg's is not for them. Requiring the Game Master to change their methods and best practices to accommodate these divergent thought structures. I say no I won't, don't and should not because I would be compromising my beliefs from hard-fought practice and exploration. I think "gatekeeping" is the most scurrilous of accusations. I'm not. I have no problem what others decided to do with their dice and their social gatherings. It just isn't what I am about, or interested in. Going along to get along isn't me.
So my two game sessions I ran at the convention were spot-on home runs accomplishing my goals and rewarding players with a fantastic theater of the mind role-playing experience. One session was to explore a difficult genre, for me, and see if the subject matter translated well for a game session. It did. The other was to run a crunchy, old game system with folks who wanted to explore these modes of play. This was a good discussion of what worked in the system, and some of the improvements over rules implementation here in the last ten years of gaming or so.
"c'est la vie"
Glad it all worked out well as these are interesting times where old ways of doing things are suddenly wrong and some believe that there should not be any threat or danger in modern games as the heroes should always win. This is fine but the old games shouldn't be run out of town either there is plenty of room for both styles after all choice is good.
ReplyDeleteI get the feeling players sometimes get a "bait-and-switch" experience at the table. They are expecting one type of game and then the GM doesn't follow up and is doing something else. Players do not have confidence in the GM and the GM is just trying to fill a table, and then you get Burning Wheel as a result. Imagination is wildly unpredictable and rules try to keep everyone on track. This is how I came to the conclusion being well versed in the genre covers the spread. Regardless of the rules system, if the GM keeps fidelity with the genre being run most actions taken by players and GM have a better chance of hitting "right".
DeleteI agree with you if the G.M can stay true to their idea of the setting the Players will settle down and hopefully get into the swing of things.
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