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I plan to do a video a little more about mechanics, but winding up to that, I'm going to do some stuff related to why the mechanics work differently for narrativist and gamist groups. Specifically, the "3d6" blog got the usual pushback of "we need the flat distribution to be fun."

It's a popular explanation as to why the d20 should be kept - because its random results demand often outlandish explanations for why certain things happen or don't happen. Without which, some groups would fall asleep at the table and get even less done. But while the randomness is essential to groups that rely on it, it's not doing anything for you if you already know how to keep up the action and start wars over the most insignificant disagreements.

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Anonymous

“Find someone and kick their butt.” Greg, I think you meant to say “pound” their butts. Butts don’t recover from a pounding.

U wot m8

This time, the highschool comparison most appropriate, would be that of a clique: "Here's how to get the GM to think you're way sexier than the other girls. The other players might dislike you, but they're just jealous because the GM likes you more and you like the same Golden Girl"