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Community
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*Dungeons & Dragons
Warlord as a Fighter option; Assassin as a Rogue option
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<blockquote data-quote="pemerton" data-source="post: 6052426" data-attributes="member: 42582"><p>You are making assumptions about playstyles and player priorities here that aren't universally true.</p><p></p><p>Here is a passage from the rulebook for the Maelstrom Storytelling RPG:</p><p></p><p style="margin-left: 20px">[F]ocus on the intent behind the scene and not on how big or how far things might be. If the difficulty of the task at hand (such as jumping across a chasm in a cave) is explained in terms of difficulty, it doesn't matter how far across the actual chasm spans. In a movie, for instance, the camera zooms or pans to emphasize the danger or emotional reaction to the scene, and in so doing it manipulates the real distance of a chasm to suit the mood or "feel" of the moment. It is then no longer about how far across the character has to jump, but how hard the feat is for the character. ... If the players enjoy the challenge of figuring out how high and far someone can jump, they should be allowed the pleasure of doing so - as long as it doesn't interfere with the narrative flow and enjoyment of the game. . . Players who want to climb onto your coffee table and jump across your living room to prove that their character could jump over the chasm have probably missed the whole point of the story.</p><p></p><p>That's as legitimate a way of RPGing as the one you describe in your Star Trek hypothetical, and closer to what 4e is aiming at.</p><p></p><p>If this is how you like to run your game, then treat Come and Get It the same way: it's a black box, and we're not sure how it works, but one thing we know the fighter can reliably do is draw in his/her enemies once every five minutes.</p></blockquote><p></p>
[QUOTE="pemerton, post: 6052426, member: 42582"] You are making assumptions about playstyles and player priorities here that aren't universally true. Here is a passage from the rulebook for the Maelstrom Storytelling RPG: [indent][F]ocus on the intent behind the scene and not on how big or how far things might be. If the difficulty of the task at hand (such as jumping across a chasm in a cave) is explained in terms of difficulty, it doesn't matter how far across the actual chasm spans. In a movie, for instance, the camera zooms or pans to emphasize the danger or emotional reaction to the scene, and in so doing it manipulates the real distance of a chasm to suit the mood or "feel" of the moment. It is then no longer about how far across the character has to jump, but how hard the feat is for the character. ... If the players enjoy the challenge of figuring out how high and far someone can jump, they should be allowed the pleasure of doing so - as long as it doesn't interfere with the narrative flow and enjoyment of the game. . . Players who want to climb onto your coffee table and jump across your living room to prove that their character could jump over the chasm have probably missed the whole point of the story.[/indent] That's as legitimate a way of RPGing as the one you describe in your Star Trek hypothetical, and closer to what 4e is aiming at. If this is how you like to run your game, then treat Come and Get It the same way: it's a black box, and we're not sure how it works, but one thing we know the fighter can reliably do is draw in his/her enemies once every five minutes. [/QUOTE]
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Community
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Warlord as a Fighter option; Assassin as a Rogue option
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