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General Tabletop Discussion
*Pathfinder & Starfinder
Agreeing to Bad Ideas
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<blockquote data-quote="Man in the Funny Hat" data-source="post: 6944133" data-attributes="member: 32740"><p>You're playing the wrong game then. Don't take that the wrong way, though. Hear me out.</p><p></p><p>You don't want to play D&D you want to play something else... a different RPG altogether. One with a more narrative approach to game play would work better for you both, because that is flat-out just not how D&D works. D&D has rules. Rules arbitrated by the DM, of course, because rules can't cover everything, but it nonetheless has structured, crunchy mechanics for <em>how things work</em>. Your player wants a game more like... Edge of the Empire seems a good example to me since I've been running a game of it. You still have a number of fixed abilities but dice rolls not only dictate success or failure but provide opportunity for player and GM to both apply advantages and disadvantages IN ADDITION to success/failure. But D&D just ain't built to work that way.</p><p></p><p>Nope. The success or failure is not on him - it's ALL ON YOU. YOU decide whether he succeeds or fails. YOU determine which spell effect he gets, who it affects, what it does. All he does is tell you a general idea. YOU get to implement that idea FOR him to whatever degree YOU see fit.</p><p>I have bad ideas all the time, and have even implemented a few, much to my own chagrin, nevermind the player's. Never one this deep into the core of the functionality of the game though. I've got a stack of house rules that can choke a hippo, but this is outside the scope of house rules and into complete game redesign. If you really want to go there then, seriously, you should be looking at other RPG's entirely.</p></blockquote><p></p>
[QUOTE="Man in the Funny Hat, post: 6944133, member: 32740"] You're playing the wrong game then. Don't take that the wrong way, though. Hear me out. You don't want to play D&D you want to play something else... a different RPG altogether. One with a more narrative approach to game play would work better for you both, because that is flat-out just not how D&D works. D&D has rules. Rules arbitrated by the DM, of course, because rules can't cover everything, but it nonetheless has structured, crunchy mechanics for [I]how things work[/I]. Your player wants a game more like... Edge of the Empire seems a good example to me since I've been running a game of it. You still have a number of fixed abilities but dice rolls not only dictate success or failure but provide opportunity for player and GM to both apply advantages and disadvantages IN ADDITION to success/failure. But D&D just ain't built to work that way. Nope. The success or failure is not on him - it's ALL ON YOU. YOU decide whether he succeeds or fails. YOU determine which spell effect he gets, who it affects, what it does. All he does is tell you a general idea. YOU get to implement that idea FOR him to whatever degree YOU see fit. I have bad ideas all the time, and have even implemented a few, much to my own chagrin, nevermind the player's. Never one this deep into the core of the functionality of the game though. I've got a stack of house rules that can choke a hippo, but this is outside the scope of house rules and into complete game redesign. If you really want to go there then, seriously, you should be looking at other RPG's entirely. [/QUOTE]
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