Succinctly, I would say any GM who says 'I don't want to spend my time thinking about the in-game world' is just someone who would be happier as a player but is taking one for the team. In the metaphor, he's the guy at the orgy squeezing a fleshlight between his thighs and wearing a wig so his buddies can pretend. He's trying to be creative with what's lying around. However, everyone would be happier if he wasn't in that position. They're all just too desperate to go elsewhere. I mean, it's really nice of the guy to do that for his friends, but it's not really what they showed up for.
S
sunsofold@lemmings.world
@sunsofold@lemmings.world
A forum for discussing and organizing recreational softball and baseball games and leagues in the greater Halifax area.
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5.5 be like -
5.5 be likeSlightly surprised I didn't get more disagreement. A prebuilt system has one benefit: the players and DM come to the table with a shared set of expectations. This is crucial for things like adventurer's league, where the players are all strangers, more or less engaging in a tournament without winners, each using the others to get their RPG rocks off, and can be useful to skip the mechanical design level of play-making. It also makes sense for a corporation to try to hit that lowest common denominator to maximise their audience. However, I maintain, if no one at the table is creative enough to want to world-build beyond that, they might as well all just stick with consumer media. Those who don't feel the drive to create aren't suited to DMing, and a table without a DM is a hetero orgy without a woman. -
5.5 be likeThere was a bit too much of it, but that actually was the reason I included the 'even the ones I like' part. Old WoD didn't pull its punches, and generally was not middle-of-the-road. -
5.5 be likeSlightly unpopular opinion: **All** official lore is crap and should be generally ignored. (Even the stuff I kind of like) If I want to play in a world where what I can do is limited by the generic, inoffensive, middle-of-the-road, crowd-pleasing writers at some corporation I'll just play a AAA video game. The ability to be participatory in the creation and evolution of the in-game world is what makes TTRPGs different from consumer media. Why would you give that part up, but still leave yourself with all the cognitive load? -
You Don't Need a Game System Before You PlayThe point of having the system before you play is just letting everyone know what to expect on the G part of RPG so they can focus on the R and the P. It kills all momentum to stop and ask, 'so what system do we want to use' in the middle of the game. No system is perfect, but it cuts out a lot of work to just pick one and roll with it, homebrewing over the few holes that show up.