DangerousPuhson
My my my, we just loooove to hear ourselves don't we?
I see the term thrown around a lot... hell, it practically defined the OSR way back when. The idea being that adventures and rule sets should be designed to encourage - or at least reward - certain styles of play (usually "slow and methodical"). I remember getting into debates about this a few years ago on here, particularly about how certain rule sets likely encourage certain behavior (mostly about logistical-focus or being more scared about death).
Does this not strike anyone else as strange, or maybe a step in the wrong direction? TTRPGs are unique for their "you can take any approach to any situation you can think of", and we want to squash that so the party becomes more effective according to our own personal preferences and metrics? Am I the only person who sees "encouraging styles of play" as basically another form of "I'm going to railroad you into playing the game how I want you to play it"? A meta-railroad, if you will...
By "encouraging a style of play", you (the DM or author) are literally telling the players (via in-game reward or punishment) how they should be playing the game, like training a dog to come when it's called and to not bark at the doorbell - does that not strike anyone else as wrong?
If players started doing the same thing, saying "hey DM, you need to do funny voices and pantomime, or you aren't *really* DMing", would that not also rub you the wrong way? So then why are we ok with doing it to our players? What's wrong with building the sandbox and allowing the kids to play in it however they feel happiest?
I don't know, this assumption that DMs/authors are supposed to dictate how the players are supposed to play, it just grates on me. Outside of a teaching module (and why is it that every module suddenly has to teach every person how to play D&D nowadays?), it makes no sense. It strikes me as a big step backwards for such a freeform hobby. Thoughts?
Does this not strike anyone else as strange, or maybe a step in the wrong direction? TTRPGs are unique for their "you can take any approach to any situation you can think of", and we want to squash that so the party becomes more effective according to our own personal preferences and metrics? Am I the only person who sees "encouraging styles of play" as basically another form of "I'm going to railroad you into playing the game how I want you to play it"? A meta-railroad, if you will...
By "encouraging a style of play", you (the DM or author) are literally telling the players (via in-game reward or punishment) how they should be playing the game, like training a dog to come when it's called and to not bark at the doorbell - does that not strike anyone else as wrong?
If players started doing the same thing, saying "hey DM, you need to do funny voices and pantomime, or you aren't *really* DMing", would that not also rub you the wrong way? So then why are we ok with doing it to our players? What's wrong with building the sandbox and allowing the kids to play in it however they feel happiest?
I don't know, this assumption that DMs/authors are supposed to dictate how the players are supposed to play, it just grates on me. Outside of a teaching module (and why is it that every module suddenly has to teach every person how to play D&D nowadays?), it makes no sense. It strikes me as a big step backwards for such a freeform hobby. Thoughts?