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GAMERS is about roleplaying games (including sims) and almost anything of interest to the average roleplayer.
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KarenCravens
Karen Cravens

Thu

Jan 26
2006

16:37



Wikify

So not only are we having badwrongfun...

On Thu, 26 Jan 2006, Roger Burton West wrote:

RBW>I started to get that impression when the idea of downplaying the
RBW>importance and influence of the GM became popular. As far as I'm
RBW>concerned, the GM-as-God is one of the key distinctions between an RPG
RBW>and everything else. (See my post last year about the Arkham Horror
RBW>boardgame - it's a GM-less game with strict rules, some of which are
RBW>there to enhance the atmosphere.)

I'm inclined to say GM-as-God is the key distinction between roleplaying 
and simming, though I'm not sure what precisely is the distinction between 
roleplaying+simming and everything else then.  Sims tend to have 
administrators, yes, but they tend toward coordinating things and 
mediating disputes rather than actually directing plots.  But other than 
that, there's not a vast divide separating them from regular pbem rpg 
(which is why GAMERS is theoretically about both).

RBW>The proposal seems to be that, because someone else might come up with a
RBW>better story about your character than you, you shouldn't prohibit that
RBW>person from doing it (and therefore there shouldn't really be a "your
RBW>character" at all). What if the other person comes up with a worse
RBW>story? What if you had some ideas about your character's background that
RBW>haven't come out in play yet, but which aren't compatible with the new
RBW>proposal? I can see this killing as many interesting stories as it
RBW>starts.

There's no good reason, in a perfectly conventional roleplaying game, that 
player A can't tell player B "Wouldn't it be cool if..."  I fail to see 
the need for funky mechanics that *force* player B to accept the what-if.

But I'm not so much concerned with this killing interesting stories 
(though it might) as with having a highly creative, or simply highly 
pushy, player taking over everyone's stories.  Granted with enough 
wouldn't-it-be-cools he could do so anyway, if he kept convincing the 
other players and GMs, but... it's a social game, the GM is there to 
manage that sort of thing.

I'm way more interested in meeting-facilitation techniques than I am in 
funky plot-control mechanics.  We have issues with that, because our play 
group is also a group of friends, and because of busy schedules (Bill 
works second shift and goes to school, Chris has somewhat demanding family 
concerns, Carl and I have family and Phoenyx...) we seldom see each other 
outside game time, and so we spend a lot of time just socializing.  We 
need to work on separating the socializing time from the game time.

-- 
Karen J. Cravens  silver@phoenyx.net

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