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Jon Howski's avatar

Putting the burden of rules on the GM sounds like a great idea for the players - it certainly means they can “get into” the game quicker. It also means the GM has more discretion and leeway to “nudge” things to keep the action going and to ensure that all the players have fun.

It probably adds to a GM’s cognitive load but the advantages seem to outweigh the disadvantages.

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GMaia's avatar

Sure! The experience I had confirms your thought! Let ma add a detail: the benefits within the game are to my eyes by far greater than the ‘extra’ load the GM has… pls consider that this vision is biased by the fact I am both GM and designer of game however my fellow players are extremely happy with this solution!

Thanks for your interest and may the fun be always at your table"!

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Burns Tabletop's avatar

You make some very good points here and in a concise manner that I appreciate. I tend to disagree, thinking that players should learn the rules relevant to them and their characters, but I can definitely see the benefits of the design you are going for. Excellent post!

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GMaia's avatar

Thanks a lot! I do understand your position about players knowledge of the rules, however in my vision the advantages to leave players uneducated are by far greater than having the players at the same level of knowledge of the GM. The room filled with rules wouldn't be available for their fantasy or focus on the story. Hope you get my point. Thanks again

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RobinPlays's avatar

Great explanation! This will help when I do a review of your book. 😊

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GMaia's avatar

Thanks Robin, happy you will find useful! For the sake of completeness, the printed version of the playtest ruels was filled of game design comments that helped the reader in that sense… in the final version I removed them as several fellows told me these were seen as verbose and ‘academic’.

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Feb 12
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GMaia's avatar

Thanks a lot for your words Thog!

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