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Forked Thread: Logan Bonner has some Questions....
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<blockquote data-quote="I'm A Banana" data-source="post: 4501045" data-attributes="member: 2067"><p>Let's answer them!</p><p></p><p>Forked from: <a href="http://www.enworld.org/forum/showpost.php?postid=4500751" target="_blank"> Let The Players Manage Themselves Part 3, waitaminute... </a></p><p></p><p></p><p></p><p>#1: This is kind of a vague question, but as best I can figure, the types of games I run most often with D&D are the kind where the PC's are part of a living, breathing world, and discover some specific threat that they can solve. This varies between being strong narrative, with a clear "end the world" type villain who menaces them for a dozen levels, and between being "mercenaries for hire" type games where the PC's are just doing a dangerous job for some coin and some fame.</p><p></p><p>#2: The goal is to do something that no other hobby can do: to give me the feeling of creating something with the other players, by playing a game. Depending on the focus, I might be creating a world (in a sandbox-style game) or a story (in a more narrative game), and I want to do it with rules and mechanics, not just by making stuff up. I want to feel like I'm guiding this process, and I want my players to feel like they're meaningfully contributing to this process (and that's where the rules come in!). </p><p></p><p>#3: The biggest changes I make to the game are usually in terms of focus. If I want to tell a story about a group of youths from a farm village who go in the stereotypical Journey of the Hero, I will plot out specific points I want them to hit, and constantly persuade them to go in that direction, and I will make sure they start as commoner-level farmers and move, eventually, to powerful masters of their fu. If I want to create a "dungeonpunk" world where corporate sponsorship for the adventuring life is expressly performed, I will add rules for gaining sponsors and for going indie and make sure that dungeons are "marked territory," add copyrights to spells, and that sort of thing.</p><p></p><p>Ultimately, I play a lot of different campaigns. I don't have just one story to tell or just one world to build. I want to support whatever vision I have for my current campaign by being able to mildly tweak rules to achieve a specific feel of fantasy. For this, in 4e, I need to add rules that handle things that 4e just ignores. At the moment, I need to add so many rules that 4e isn't really worth it at this point, for me personally.</p><p></p><p>But that's me.</p><p></p><p>ENWorld, I am actually interested in how YOU would answer these three questions (even if Logan isn't anymore <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" />).</p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 4501045, member: 2067"] Let's answer them! Forked from: [url=http://www.enworld.org/forum/showpost.php?postid=4500751] Let The Players Manage Themselves Part 3, waitaminute... [/url] #1: This is kind of a vague question, but as best I can figure, the types of games I run most often with D&D are the kind where the PC's are part of a living, breathing world, and discover some specific threat that they can solve. This varies between being strong narrative, with a clear "end the world" type villain who menaces them for a dozen levels, and between being "mercenaries for hire" type games where the PC's are just doing a dangerous job for some coin and some fame. #2: The goal is to do something that no other hobby can do: to give me the feeling of creating something with the other players, by playing a game. Depending on the focus, I might be creating a world (in a sandbox-style game) or a story (in a more narrative game), and I want to do it with rules and mechanics, not just by making stuff up. I want to feel like I'm guiding this process, and I want my players to feel like they're meaningfully contributing to this process (and that's where the rules come in!). #3: The biggest changes I make to the game are usually in terms of focus. If I want to tell a story about a group of youths from a farm village who go in the stereotypical Journey of the Hero, I will plot out specific points I want them to hit, and constantly persuade them to go in that direction, and I will make sure they start as commoner-level farmers and move, eventually, to powerful masters of their fu. If I want to create a "dungeonpunk" world where corporate sponsorship for the adventuring life is expressly performed, I will add rules for gaining sponsors and for going indie and make sure that dungeons are "marked territory," add copyrights to spells, and that sort of thing. Ultimately, I play a lot of different campaigns. I don't have just one story to tell or just one world to build. I want to support whatever vision I have for my current campaign by being able to mildly tweak rules to achieve a specific feel of fantasy. For this, in 4e, I need to add rules that handle things that 4e just ignores. At the moment, I need to add so many rules that 4e isn't really worth it at this point, for me personally. But that's me. ENWorld, I am actually interested in how YOU would answer these three questions (even if Logan isn't anymore ;)). [/QUOTE]
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