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Warlord as a Fighter option; Assassin as a Rogue option
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<blockquote data-quote="I'm A Banana" data-source="post: 6048631" data-attributes="member: 2067"><p>The thing is that "the fighter is a master of their weapon, and is at the centre of the action" isn't an action. It's not something the fighter <em>does</em>. It is an assertion. If someone walks into a room and makes that claim about themselves, that doesn't establish anything other than that they can say that this is true about themselves. I could say the same thing about <em>myself</em>.</p><p></p><p>What establishes the archetype to me is then having specific actions that support that assertion -- actions I can take and abilities I have that make that statement true. Something I can <em>do</em> to prove this.</p><p></p><p>Not an end result. A behavior that achieves that end result. </p><p></p><p>Otherwise it becomes an empty tautology. "I am at the centre of the action because this ability makes me at the centre of the action and thus I am the centre of the action, and it doesn't really matter why."</p><p></p><p>Versus,</p><p></p><p>"I am at the centre of the action because I am really annoying and know how to get under my enemy's skin and provoke them into reckless behavior. One example of that is this ability I have that provokes them into reckless behavior, which makes me the centre of the action." </p><p></p><p>One of those things touches on the fiction of the game world in the resolution. The reason <em>why</em> that assertion is true. That anchors it, making that trait of the character the reason why they have the qualities they assert.</p><p></p><p>The other one passes it by and clings only to the assertion. I am because I am because this says I am and makes me that way, without any touching on why that would be true. </p><p></p><p>That's not a problem for everyone, but for some folks, it's a <strong>BIG</strong> problem. It removes a step in the establishment of a character's identity. It is kind of like the gameplay equivalent of <a href="http://tvtropes.org/pmwiki/pmwiki.php/Main/ShowDontTell" target="_blank">telling instead of showing</a>. Rather than demonstrate the in-world logic for such a thing, the character simply declares it to be true and thus it is true in the rules and thus <em>figure out for yourself what happened in the world</em>. The evidence for being able to do it is the statement that you are able to do it, not a reason for it.</p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 6048631, member: 2067"] The thing is that "the fighter is a master of their weapon, and is at the centre of the action" isn't an action. It's not something the fighter [I]does[/I]. It is an assertion. If someone walks into a room and makes that claim about themselves, that doesn't establish anything other than that they can say that this is true about themselves. I could say the same thing about [I]myself[/I]. What establishes the archetype to me is then having specific actions that support that assertion -- actions I can take and abilities I have that make that statement true. Something I can [I]do[/I] to prove this. Not an end result. A behavior that achieves that end result. Otherwise it becomes an empty tautology. "I am at the centre of the action because this ability makes me at the centre of the action and thus I am the centre of the action, and it doesn't really matter why." Versus, "I am at the centre of the action because I am really annoying and know how to get under my enemy's skin and provoke them into reckless behavior. One example of that is this ability I have that provokes them into reckless behavior, which makes me the centre of the action." One of those things touches on the fiction of the game world in the resolution. The reason [I]why[/I] that assertion is true. That anchors it, making that trait of the character the reason why they have the qualities they assert. The other one passes it by and clings only to the assertion. I am because I am because this says I am and makes me that way, without any touching on why that would be true. That's not a problem for everyone, but for some folks, it's a [B]BIG[/B] problem. It removes a step in the establishment of a character's identity. It is kind of like the gameplay equivalent of [URL="http://tvtropes.org/pmwiki/pmwiki.php/Main/ShowDontTell"]telling instead of showing[/URL]. Rather than demonstrate the in-world logic for such a thing, the character simply declares it to be true and thus it is true in the rules and thus [I]figure out for yourself what happened in the world[/I]. The evidence for being able to do it is the statement that you are able to do it, not a reason for it. [/QUOTE]
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Warlord as a Fighter option; Assassin as a Rogue option
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