I think I've just been paraphrased from about page 5. lol.The ONLY argument I've ever seen against that possibility amounts to "Yeah, but I don't want to play that kind of game. I want to play Conan or Lord of the Rings, not The X-Men."
I think I've just been paraphrased from about page 5. lol.The ONLY argument I've ever seen against that possibility amounts to "Yeah, but I don't want to play that kind of game. I want to play Conan or Lord of the Rings, not The X-Men."
That's what I've been assuming. Each scene gets narrated in a way that fits the mechanical parameters and the thematic context. No need for ubiquity.What I would like to see, instead of a 'repeatable narrative', is for the warlord's player describing a narrative appropriate to the scene...
That's what I've been assuming. Each scene gets narrated in a way that fits the mechanical parameters and the thematic context. No need for ubiquity.
Some good suggestions there Hypersmurf, thank you.If a PC has an Aragorn-vision every time he becomes unconscious, we roll our eyes. But if it happens once or twice, it stays fresh. Other times, he might hear the warlord's voice in the distance, and claw his way back through the fog of unconsciousness to get back in the fight. Or the DM might narrate the unconscious condition as the PC slumped on the floor, his ears ringing from the clout on the head that knocked him down, barely capable of making out the fuzzy shape of the warlord urging him to snap out of it. Or the warlord, adjacent to the fallen PC, might press his dropped weapon back into his hand and give him a slap - the sensations providing a tactile anchor for him to latch onto and drag himself into sensibility.
I think perhaps our (as in my group's) previous ideas of unconsciousness are pretty much "flat out, unresponsive on the ground". If you temper this to include a "groggier" state, then yeah, you can most probably get a few more descriptions in there that make some sort of sense.
Sorry, firesnakearies, I should have listed an option (5) where the world acts in accordance to the rules, whether they make sense in terms of our real life world or not. I.e., where a game-human cannot necessarily be understood in terms of a real-world human. Frankly, I forgot your point when I wrote the bit you quoted.
It is certainly a valid solution, though not one I favour.