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Originally Posted by Simlasa
I think the difference is in GM vs. player control of the outcome...
From what I've been reading lately in various forums there is a camp that is pushing for a move away from more traditional concepts of GM control... a dislike of GM 'fiat'... lots of talk against 'railroading'... lot's of goodspeak about games that give the players control of the story/setting/rules...
I've seen a fair number of people pushing the idea of games without GMs.
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The trouble with games without GMs is that sooner or later they will meet someone who isn't part of the party or a player character and they need someone who is independant to take control of that character. That's what a GM is for, to play the parts of all the other people in the world.
Railroading has its part to play in a game, but can be counter-productive. Players often like their freedom to choose what they can do in a game. They want to go off and kill the chap who insulted them in a bar. They want to court the woman they met in a random encounter. They want to set up a caravan to trade with a nearby town. All well and good.
However, it can be taken to extremes. I've been in several games where the players have complained that they have been forced to do scenario after scenario with no input into the game. When given the choice and asked "OK, what do you want to do?" invariably, the result is a lot of slack-jaws and faffing about as they desperately struggle to decide anything.
Having said that, I've played in a number of scenarios where the players have boycotted certain parts of the scenarios. I've also had memorable scenarios where the players have dictated the scenario, what happened, where they went and what they did, with the GM following along like a lost puppy.
A GM has his place and can be very useful in directing a game, controlling what happens and speeding the game up. But, there are times where the GM can sit back and let the PCs fight amongst themselves, plot amongst themselves and have a good session with minimal GM input.
Quote:
Originally Posted by Simlasa
I've played storytelling games, like Once Upon A Time, that can do some of that sort of thing, but I think it takes the right mix of people.
It all reads good on paper but when I think back to a lot of the people I've played RPGs with I can't say I trust them to really use their creativity/fate points/drama dice for dramatic purposes... rather just to get their way (meaning not die and always be the coolznez).
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I played The Pool once and it was terrible. I couldn't get into it at all. I've also played narrative games where there was very little dice-rolling and I didn't like them much. I liken them to the games we used to play when we were little - "make believe" games - where my brothers and I would tell a story with characters who did things in the story. All very nice, but no substance.
Sometimes you need risk, danger and threats to make a game exciting.