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Convincing 4th Edition players to consider 5th Edition
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<blockquote data-quote="Bedrockgames" data-source="post: 5965093" data-attributes="member: 85555"><p>This is a fair concern and one every GM has to judge for himself. We all have areas we are less comfortable resolving without procedure I believe. Most GMs want an attack roll for example and don't feel they could be impartial determinig hits and damage freeform. In terms of character interaction, I find this isn't a problem for me personally. In fact, i find outcomes are much more fair in my own games the less we use social skill rolls or similar mechanics. But for lots of other parts of the game I do want procedures. So I think there is a place here where we agree.</p><p></p><p>I want to feel like I am inhabiting a living world. This isn't for everyone, but to me it is important. Anytime I feel the GM is pushing a storyline on me or that I am pushing a storyline on my players, it just kind of ruins the experience (I did recently blog about the issue if anyone is interested: </p><p><a href="http://thebedrockblog.blogspot.com/2012/07/no-railroad-no-metaplot.html" target="_blank">The Bedrock Blog: No Railroad. No Metaplot.</a>). Again this is just my preference stemming from my own experiences at the table where I realized player freedom is crucial to my funat the table. </p><p></p><p>So, as a GM i share your fondness of procedures where I don't trust myself to make a flat choice. When it comes to NPCs, i am fine because I can get in character enough that it just works. But for other things like encounters or significant natural events, I feel my own sense of pacing and drama would impact my decision. So i would rather roll randomly for encounters. Recently, when it became clear my Roman game would have divine intervention from the gods, I didn't want to do it without a procedure because I knew my own sense of what is dramatically appropriate would lead tonless than objextive decisions. I ended up making a divine intervention sysytem, where I roll anytime the players do something heroic or exemely wicked. Its a small chance the god takes notice. If the god takes notice he most likely bestows a small blessing/curse, but there is an even smaller chance that he performs a miracle or awesome display of wrath (or selects the player as his annointed servant).</p></blockquote><p></p>
[QUOTE="Bedrockgames, post: 5965093, member: 85555"] This is a fair concern and one every GM has to judge for himself. We all have areas we are less comfortable resolving without procedure I believe. Most GMs want an attack roll for example and don't feel they could be impartial determinig hits and damage freeform. In terms of character interaction, I find this isn't a problem for me personally. In fact, i find outcomes are much more fair in my own games the less we use social skill rolls or similar mechanics. But for lots of other parts of the game I do want procedures. So I think there is a place here where we agree. I want to feel like I am inhabiting a living world. This isn't for everyone, but to me it is important. Anytime I feel the GM is pushing a storyline on me or that I am pushing a storyline on my players, it just kind of ruins the experience (I did recently blog about the issue if anyone is interested: [url=http://thebedrockblog.blogspot.com/2012/07/no-railroad-no-metaplot.html]The Bedrock Blog: No Railroad. No Metaplot.[/url]). Again this is just my preference stemming from my own experiences at the table where I realized player freedom is crucial to my funat the table. So, as a GM i share your fondness of procedures where I don't trust myself to make a flat choice. When it comes to NPCs, i am fine because I can get in character enough that it just works. But for other things like encounters or significant natural events, I feel my own sense of pacing and drama would impact my decision. So i would rather roll randomly for encounters. Recently, when it became clear my Roman game would have divine intervention from the gods, I didn't want to do it without a procedure because I knew my own sense of what is dramatically appropriate would lead tonless than objextive decisions. I ended up making a divine intervention sysytem, where I roll anytime the players do something heroic or exemely wicked. Its a small chance the god takes notice. If the god takes notice he most likely bestows a small blessing/curse, but there is an even smaller chance that he performs a miracle or awesome display of wrath (or selects the player as his annointed servant). [/QUOTE]
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