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<blockquote data-quote="Manbearcat" data-source="post: 6033686" data-attributes="member: 6696971"><p><span style="font-size: 10px">@<a href="http://www.enworld.org/forum/members/chris_nightwing.html" target="_blank">Chris_Nightwing</a></span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"></span> <span style="font-family: 'Arial'"><span style="font-size: 10px">If you're truly interested in this, I will put together a post with play examples and then analysis which hopefully illuminate:</span></span></p><p><span style="font-family: 'Arial'"><span style="font-size: 10px"></span></span></p><p><span style="font-family: 'Arial'"><span style="font-size: 10px"></span></span></p><p> <span style="font-family: 'Arial'"><span style="font-size: 10px">- How PC build features and thematic powers inform not just mechanical resolution but (i) "who this character is" and (ii) "what this character does" and (iii) "how this character does it" in the fiction. Further, how the metagame mechanics embedded in the PC build features empower the player to reliably express that chosen archetype. The</span></span> <span style="font-family: 'Arial'"><span style="font-size: 10px">mechanics</span></span><span style="font-family: 'Arial'"><span style="font-size: 10px"> and the thematic and metagame structure work together for the gamist/narrativist agenda our table possesses. They aren't mutually exclusive and they certainly aren't an</span></span><span style="font-family: 'Arial'"><span style="font-size: 10px">t</span></span><span style="font-family: 'Arial'"><span style="font-size: 10px">agonistic.</span></span></p><p><span style="font-family: 'Arial'"><span style="font-size: 10px"></span></span></p><p><span style="font-family: 'Arial'"><span style="font-size: 10px"></span></span><span style="font-family: 'Arial'"><span style="font-size: 10px">- How milestones, story rewards (APs and XP for minor and major quest respectively) express the character's theme and express the genre expectations and support narrative play.</span></span></p><p><span style="font-family: 'Arial'"><span style="font-size: 10px"></span></span></p><p><span style="font-family: 'Arial'"><span style="font-size: 10px"></span></span><span style="font-family: 'Arial'"><span style="font-size: 10px">- How Skill Challenges do the same.</span></span></p><p><span style="font-family: 'Arial'"><span style="font-size: 10px"></span></span></p><p><span style="font-family: 'Arial'"><span style="font-size: 10px"></span></span></p><p> <span style="font-family: 'Arial'"><span style="font-size: 10px">I'll give you actual play examples of each of those and attempt to break them down. It would take some effort on my end so if you think it may be fruitful (or at least engaging), I will do so. If you don't really care or you're certain it won't be convincing (or at least intriguing) then I would rather not bother (I don't mean that as snark...I'm sure you understand I don't want to waste either of our time). I think we've been at this exact crossroads before and you declined so I'd rather check first. Let me know. </span></span></p></blockquote><p></p>
[QUOTE="Manbearcat, post: 6033686, member: 6696971"] [SIZE=2]@[URL="http://www.enworld.org/forum/members/chris_nightwing.html"]Chris_Nightwing[/URL] [/SIZE] [FONT=Arial][SIZE=2]If you're truly interested in this, I will put together a post with play examples and then analysis which hopefully illuminate:[/SIZE][/FONT] [FONT=Arial][SIZE=2] [/SIZE][/FONT] [FONT=Arial][SIZE=2]- How PC build features and thematic powers inform not just mechanical resolution but (i) "who this character is" and (ii) "what this character does" and (iii) "how this character does it" in the fiction. Further, how the metagame mechanics embedded in the PC build features empower the player to reliably express that chosen archetype. The[/SIZE][/FONT] [FONT=Arial][SIZE=2]mechanics[/SIZE][/FONT][FONT=Arial][SIZE=2] and the thematic and metagame structure work together for the gamist/narrativist agenda our table possesses. They aren't mutually exclusive and they certainly aren't an[/SIZE][/FONT][FONT=Arial][SIZE=2]t[/SIZE][/FONT][FONT=Arial][SIZE=2]agonistic.[/SIZE][/FONT] [FONT=Arial][SIZE=2] [/SIZE][/FONT][FONT=Arial][SIZE=2]- How milestones, story rewards (APs and XP for minor and major quest respectively) express the character's theme and express the genre expectations and support narrative play.[/SIZE][/FONT] [FONT=Arial][SIZE=2] [/SIZE][/FONT][FONT=Arial][SIZE=2]- How Skill Challenges do the same.[/SIZE][/FONT] [FONT=Arial][SIZE=2] [/SIZE][/FONT] [FONT=Arial][SIZE=2]I'll give you actual play examples of each of those and attempt to break them down. It would take some effort on my end so if you think it may be fruitful (or at least engaging), I will do so. If you don't really care or you're certain it won't be convincing (or at least intriguing) then I would rather not bother (I don't mean that as snark...I'm sure you understand I don't want to waste either of our time). I think we've been at this exact crossroads before and you declined so I'd rather check first. Let me know. [/SIZE][/FONT] [/QUOTE]
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