Acclaimed Advice (#RPGaDay2024.24)

When it comes to roleplaying games, there’s no shortage of advice floating around. Whether it’s in forums, blogs, or social media, everyone seems to have their own version of what constitutes “acclaimed advice.” But let’s take a moment to question that term. What exactly makes advice “acclaimed”? Is it simply because it’s popular? Is it because it’s been shared, liked, and retweeted by the masses? Or is there something deeper at play?

Defining “Acclaimed Advice”

First off, let’s admit that the term “acclaimed advice” is pretty subjective. What works wonders for one group might fall flat for another. Roleplaying is an incredibly diverse hobby with countless systems, genres, and play styles. So how can any advice be universally “acclaimed”? It’s like trying to say that everyone should like the same kind of pizza topping. Some people love pineapple on pizza (they’re wrong, but let’s not start that fight here), and others would rather go hungry. The point is, what works for one table won’t necessarily work for another.

The Myth of Universality

One of the biggest pitfalls in roleplaying advice is the myth of universality—the idea that there’s a one-size-fits-all solution to every situation. You’ve probably seen the advice: “Always say yes to your players,” “The rule of cool trumps all,” or “You should never split the party.” These bits of wisdom are thrown around like they’re the gospel, but they’re anything but universal truths.

Take the “always say yes” advice, for example. Sure, it’s great for encouraging creativity and letting players take the reins, but what happens when a player’s idea derails the entire campaign or makes things awkward for others? The same goes for the “rule of cool.” Letting a player do something outrageous might make for a memorable moment, but it can also break the immersion or balance of the game. And as for “never split the party,” well, sometimes splitting the party is exactly what needs to happen for the story to progress. These are not hard and fast rules; they’re guidelines that need to be applied with caution.

When Advice Turns Toxic

Now, let’s get into the darker side of roleplaying advice. Sometimes, what’s heralded as “acclaimed” advice can actually be damaging. This happens when advice is taken too literally, applied in the wrong context, or pushed onto others as the only way to play the game.

For example, the idea that the gamemaster should always be in control and that players should “know their place” is an outdated and harmful notion. It creates an environment where the gamemaster’s word is law, stifling player creativity and fostering a power dynamic that can lead to an uncomfortable or even toxic atmosphere. Another common piece of advice is that roleplaying games should always be challenging. While challenges are an important part of the game, focusing too much on making things difficult can suck the fun out of the experience and leave players feeling frustrated rather than entertained.

Then there’s the advice that encourages gamemasters to punish players for “bad” decisions or metagaming. Sure, there’s a time and place for consequences, but when it becomes about punishing players rather than creating a compelling story, it can lead to a toxic dynamic. Players should feel safe to experiment and try things out without fear of being slapped down for every little mistake.

Question Everything

So, how do you navigate the murky waters of roleplaying advice? Start by questioning everything. Just because a piece of advice is popular doesn’t mean it’s right for you or your group. Think critically about how it applies to your specific game and players. Is it enhancing the experience, or is it creating unnecessary tension or discomfort? Don’t be afraid to reject advice that doesn’t fit with your style or the needs of your group.

It’s also important to remember that roleplaying games are meant to be fun. If a piece of advice is making the game less enjoyable for you or your players, it’s time to reconsider it. The best advice is the kind that helps you and your group have a better time, not the kind that ticks boxes or follows trends.

Craft Your Own Wisdom

In the end, the most “acclaimed” advice is the kind that works for you and your group. Roleplaying games are a collaborative experience, and the best advice comes from understanding the dynamics at your table and tailoring your approach accordingly. Instead of relying on so-called universal advice, take the time to figure out what makes your group tick, what they enjoy, and how you can enhance that experience.

So next time you come across a piece of “acclaimed advice,” take it with a grain of salt. Question it, test it, and most importantly, make it your own. The only true rule in roleplaying is that everyone should be having a good time. Everything else is just window dressing.

In a hobby as diverse and creative as roleplaying, there’s no room for rigid adherence to one-size-fits-all advice. The best games are those where the players and gamemasters work together to create something unique, and that means crafting your own path rather than following someone else’s. After all, who’s to say what’s truly “acclaimed” except the people at your table?

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