I keep reading over various internets communities, how being a GM is hard, how player are ungrateful spoiled kids, and how much GM struggles.

So which games have tools/mechanics to ease the GM job, and which are these.

For this discussion I would focus on the game itself, rather than on method used by groups.

Even though I feel like I know some answers, judging how active the community is at the moment, I try to open that thread and may-be a few others to keep the /c/ alive

  • h3rm17
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    10 months ago

    I sincerely do not know how you people can meadure space and time in your games. Like what the fuck is 30 feet? What are 6 seconds really? it sounds lile a shit quantity, but is it enough to flourish something? How long is 30 feet? Do I really need measurements and rulers or squaremaps to have fun? Especially as a non american, it baffles me

    • el Stiko (he/him)@dice.camp
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      10 months ago

      @h3rm17 only use those bits if they make sense to you and your group, otherwise just guess. So many indie games nowadays have a variation on abstracted relative distances to explain how long it takes you to get somewhere or how hard a target is to hit, like hand/close/near/far

      • h3rm17
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        10 months ago

        Will try this as well! Maybe move to abstract units will be better for us

      • h3rm17
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        10 months ago

        Problem with visualizong time and measures, I think, more than that. Like I know what 6 seconds is, but what is really enough for? How useful are 6 seconds? 1 minute? Same with distance, how far it feels to do what?

        • Pteryx the Puzzle Secretary@dice.camp
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          10 months ago

          @h3rm17 Ahh, I see. As far as the 6 seconds part goes, there is something of a mismatch between the conceit (everything in a single round happens in the same 6 seconds) and how it actually tends to feel in practice (as though while what *each individual* does on their turn may take 6 seconds, the turn-based structure makes rounds feel like a consecutive string of 6-second actions, at most overlapping with the previous and next action, especially if combined with lots of mid-stream dialogue).