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4/26 Playtest: The Sorceror
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<blockquote data-quote="Chaosmancer" data-source="post: 9019374" data-attributes="member: 6801228"><p>So, if it is a balance factor at the mercy of the DM... where does it tell the DM that this is a balance factor to consider? It certainly isn't in the spell creation rules. I checked there.</p><p></p><p></p><p></p><p>The character is an investment. The character's tchotchkes are not an investment.</p><p></p><p></p><p></p><p>Right, I just finished a game that ran for, about, 6 months. The players got to level 5, (club game). The entire campaign happened in two weeks of game time, with a week of downtime being half of that time. </p><p></p><p>What sort of long-term goals should the players have had? </p><p></p><p>Maybe I should go for a game that lasted longer though. Had one that lasted three years. We covered almost nine months of time in the story. I know because my character was working for a monument to the inciting incident of the campaign. So, at what point should I have begun the year long process of long-term planning for a spell that I never reached high enough level to use? </p><p></p><p>This isn't about being scared of inconveniencing the players. This is about narrative weight and impacts. Whether or not you have the item isn't interesting, it carries no weight. But in terms of the game, it can basically mean that the spell is banned because of the structure of the narrative. </p><p></p><p>And my characters and me are perfectly capable of long-term planning that will never pay off in the story. I just don't want to tie mechanical weight to that, because there is no need to soft-ban these spells. If I don't want them in the game, I'll hard-ban them and tell my players.</p><p></p><p></p><p></p><p>"But what about the Duke's Evil ritual?" </p><p></p><p>"Well, if you want to stop him, you won't be able to go on this quest." </p><p></p><p>"Why is that the choice you are giving me? Between my class abilities, and the story?" </p><p></p><p>"Because realism. You're an adult right? Can't you handle long-term planning?"</p><p></p><p></p><p></p><p>But it DOESN'T make them more powerful. And seriously, wanting to pursue the main quest isn't boring and one-note. You don't see side-quests happen in the VAST majority of media, because the characters are focused on the objective. You actually DO see people mocking Skyrim for the fact that you can go off and ignore the main quest and turnip farm and end up coming back to the exact same situation. </p><p></p><p>And I'm not saying I keep players on a constant treadmill of a game, but we don't HAVE years of downtime. We have days. This is all style, which means it isn't balance.</p></blockquote><p></p>
[QUOTE="Chaosmancer, post: 9019374, member: 6801228"] So, if it is a balance factor at the mercy of the DM... where does it tell the DM that this is a balance factor to consider? It certainly isn't in the spell creation rules. I checked there. The character is an investment. The character's tchotchkes are not an investment. Right, I just finished a game that ran for, about, 6 months. The players got to level 5, (club game). The entire campaign happened in two weeks of game time, with a week of downtime being half of that time. What sort of long-term goals should the players have had? Maybe I should go for a game that lasted longer though. Had one that lasted three years. We covered almost nine months of time in the story. I know because my character was working for a monument to the inciting incident of the campaign. So, at what point should I have begun the year long process of long-term planning for a spell that I never reached high enough level to use? This isn't about being scared of inconveniencing the players. This is about narrative weight and impacts. Whether or not you have the item isn't interesting, it carries no weight. But in terms of the game, it can basically mean that the spell is banned because of the structure of the narrative. And my characters and me are perfectly capable of long-term planning that will never pay off in the story. I just don't want to tie mechanical weight to that, because there is no need to soft-ban these spells. If I don't want them in the game, I'll hard-ban them and tell my players. "But what about the Duke's Evil ritual?" "Well, if you want to stop him, you won't be able to go on this quest." "Why is that the choice you are giving me? Between my class abilities, and the story?" "Because realism. You're an adult right? Can't you handle long-term planning?" But it DOESN'T make them more powerful. And seriously, wanting to pursue the main quest isn't boring and one-note. You don't see side-quests happen in the VAST majority of media, because the characters are focused on the objective. You actually DO see people mocking Skyrim for the fact that you can go off and ignore the main quest and turnip farm and end up coming back to the exact same situation. And I'm not saying I keep players on a constant treadmill of a game, but we don't HAVE years of downtime. We have days. This is all style, which means it isn't balance. [/QUOTE]
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