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Whimsy in your game?
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<blockquote data-quote="pming" data-source="post: 6689489" data-attributes="member: 45197"><p>Hiya!</p><p></p><p> Maybe the guys writing it thought they were writing for 4th edition Hackmaster? In HM4 I could totally see this...it's expected. (mind you, when we play HM4 we pretty much tone down or strip out 80% of the whimsy/parody/silliness, "naturally").</p><p></p><p> But when we're playing a game that isn't based on "whimsical fantasy" or "silly names" (aka, D&D), trying to 'force' it into a game session <em>never</em> works well. It's the difference between "<em>Hey, guess what happened to me today? [proceeds to tell story that ends up with a funny and unexpected outcome that nobody saw comming]</em>", and "<em>Hey, guess what happened to me today? Oh, at the end will be a funny joke about pumpernickle bread. Right, so...</em>". I find "whimsical/silly/funny" things placed in an adventure module too many times to be definitively in the latter. With my group, after the first one or two "silly" things, my group would be very trigger happy...killing or attempting to kill <em>anything and anybody</em>, friend or foe, that they caught of whiff of silliness. So, as long as all the "whimsical/silly" aspects can be killed without 'wrecking' the adventure or killing the PC's off....bring hither yon tomfoolery! But if the players are expected to take a big blue CR 20 "plush golem" that only wants to be paid in cookies as a serious ally....well, TPK. Then the book goes on the shelf and everyone in my groups remembers it as one of the stupidest adventures ever written. I doubt that is what they would be going for...</p><p></p><p>^_^</p><p></p><p>Paul L. Ming</p></blockquote><p></p>
[QUOTE="pming, post: 6689489, member: 45197"] Hiya! Maybe the guys writing it thought they were writing for 4th edition Hackmaster? In HM4 I could totally see this...it's expected. (mind you, when we play HM4 we pretty much tone down or strip out 80% of the whimsy/parody/silliness, "naturally"). But when we're playing a game that isn't based on "whimsical fantasy" or "silly names" (aka, D&D), trying to 'force' it into a game session [I]never[/I] works well. It's the difference between "[I]Hey, guess what happened to me today? [proceeds to tell story that ends up with a funny and unexpected outcome that nobody saw comming][/I]", and "[I]Hey, guess what happened to me today? Oh, at the end will be a funny joke about pumpernickle bread. Right, so...[/I]". I find "whimsical/silly/funny" things placed in an adventure module too many times to be definitively in the latter. With my group, after the first one or two "silly" things, my group would be very trigger happy...killing or attempting to kill [I]anything and anybody[/I], friend or foe, that they caught of whiff of silliness. So, as long as all the "whimsical/silly" aspects can be killed without 'wrecking' the adventure or killing the PC's off....bring hither yon tomfoolery! But if the players are expected to take a big blue CR 20 "plush golem" that only wants to be paid in cookies as a serious ally....well, TPK. Then the book goes on the shelf and everyone in my groups remembers it as one of the stupidest adventures ever written. I doubt that is what they would be going for... ^_^ Paul L. Ming [/QUOTE]
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