Timeline for Why is the GM usually the driving force in RPG?
Current License: CC BY-SA 3.0
7 events
| when toggle format | what | by | license | comment | |
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| Dec 20, 2016 at 17:43 | history | edited | SevenSidedDie | CC BY-SA 3.0 | format links and quote |
| Oct 24, 2013 at 1:04 | comment | added | SevenSidedDie | @TimothyAWiseman This is my experience running Burning Wheel. Lots of power for the players to create (or rather, try to via certain rules) the NPCs or things they need, but the players I had weren't interested in that ability and the system simply didn't work well with them. | |
| Oct 23, 2013 at 21:32 | history | edited | Zachiel | CC BY-SA 3.0 | improved formatting |
| Oct 23, 2013 at 15:40 | comment | added | TimothyAWiseman | @Vorac Some games do that, as AquaAlex points out. But some people don't want to play that type of game. They want to overcome challenges and that means they don't want too much control over the environment to handwave the challenge. They may also want to be able to discover rather than create. Both types of games exist with many in between. | |
| Oct 23, 2013 at 9:44 | history | edited | AquaAlex | CC BY-SA 3.0 | added additional info |
| Oct 23, 2013 at 9:28 | comment | added | Vorac | I am thinking actually even more extremely - the players create the NPC that they need to talk to, they create the quest hook, that they need. | |
| Oct 23, 2013 at 9:24 | history | answered | AquaAlex | CC BY-SA 3.0 |