• @Pyro
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    210 months ago

    The framework helps the GM be able to do so, its another tool.

    I mainly say that in such a way that if a character is thought to be a pusher the player would know that to push I have to be this close and cant push something thats x times bigger (or some other thing). A GM can (and should) adjust and change things if it would make it more fun for the table but the framework helps understand the world better. for some parts the GM is not directing but explaining what happened.

    I push the rock off the edge of the cliff, bar something else, it should fall. The GM at that point is giving the results of that action, what is the result? the GM could simply say that it fell and hurt someone it landed on nearly killing them. the issue comes when the same situation comes up and the GM does something different because they think it should do differently (a different GM more then likely ) this breaks flow if things are different. (assuming all things are the same in both situations for simplicity of course). The Frame work put that a rock fall would deal X amount for how far it fell and the players would have the knowledge (while it would be slightly meta, it would be a “world” known if the rock would deal less damage then the pointy sword XP )

    That’s what I meant by balance across areas, expectations are known on what some cause and effects are. Frameworks are great ways to help guide things through HOWEVER, a giving framework/gamesystem is not perfect nor a fit all for all game types and tables. A Group also shouldn’t need to “go into the weeds” constantly (or at all during a session), something made on the fly or close enough is good to keep things moving.

    I mean, pen&paper RPGs aren’t a players vs GM game, but instead the GM plays together with the players to create an interesting experience where everyone has fun.

    Full Agree, but the next part is that the Framework helps the GM do the balancing