Quote:
Originally Posted by swaghauler
As a gamemaster with 42 YEARS of experience with every system from D20 roll over, to D20 roll under, to 2D6, 3D6, percentile, dice pool, and even odd systems like the FATE system, I have to say that this is the WORST advice I have ever seen given by a game developer!
One of the basic tenents of being a GM is that you are the Story's Narrator, the Character's source of "perception" of the world they inhabit, and the source of all of their challenges. What you are NOT... is their OPPONENT!
|
So, how is what you're describing different from being "the source of all their challenges"?
Whether you go over the very blurry line into being adversarial is pretty subjective, and I think the book has some words of caution about that as well. There are many encounter tables (and now world/story-building oracles either inspired by or written by Shawn Tomkin, who I'd credit as being the best narrative game designer on the planet right this moment) and systems that do quite plainly allow you to let the dice do the talking -- which is 100% what I have done with my own campaign, and it has made many of the very best story moments!
None of that is adversarial unless you, the individual GM, choose to make it so. And usually that sort of thing comes directly from the tradition of very oldschool games, and not at all from the newer influences that this edition tries to infuse a bit of.