How do YOU gain any sort of depth in the real world?Hussar said:So, if the campaign doesn't change in the slightest depending on who plays in it and what they happen to play, how do you gain any sort of depth?
How do YOU gain any sort of depth in the real world?Hussar said:So, if the campaign doesn't change in the slightest depending on who plays in it and what they happen to play, how do you gain any sort of depth?
How do YOU gain any sort of depth in the real world?
No; it is surprising that he apparently did so in the absence of said example. His demand for a special warning label was not initially directed at me; I simply did not see (and I gather neither did he) any great difference in the way I referee and the way that other person does.Is it really suprising that he tried to come up with a "worst case" no-plot-elements example to counter a worst-case "plot-elements-devour-player-choice" example?
I took that as merely infelicitous phrasing ... but considering the source, you might well be right!Doesn't matter. The question is based on a false premise (that no matter what you do, the sandbox doesn't change).
That was my response to CR's "fiction" spiel directed at The Shaman. What invidious comparison is there?(1) It is not a fictional environment; it is a game environment. That's no startling, fish-out-of-water change from the normal expectation of a board game or card game.
(2) The spooky castle is significant in some way. (It's "spooky", anyhow.) That way just does not necessarily happen to have anything to do with Chimal and Jommy's quest for the Potent Pampooties of Prehistory.
Now, if someone wants to backpedal all the way to, "Well, playing out that scenario is all the 'story telling' I really mean," then so be it. If you're not busy beating me with a thesaurus, then I have no need to disarm you, eh?If boards set up for a Squad Leader scenario are a "fictional environment", then fine. That Stone Building on a Level 2 Hill is scary because of its LOS to ground you'll probably want to cross. Chekov's gun? That's your SU 122; it's up to you to bring it to bear, or not.
Quite simply, there are a whole lot of games -- really, the majority! -- in showing up to play which one does not expect to get told a story.
Now, the "game system" was pretty much par for the course in the miniatures hobby from which D&D emerged. The key point made in the original set was that its scope need not be limited to the medieval.SQUAD LEADER is a very detailed, and therefore very complicated* game. In fact, SQUAD LEADER is more of a game system, than a game. Having mastered this system the player will be able to simulate (or "game") any comparable scale action of WWII in Europe.
It "how much beer can I drink while playing chess" was a game, then "the player(s) must have a goal related to the outcome of the game itself, and that the outcome of those goal(s) must be unknown".
How does this make "how much beer can I drink while playing chess" not a game? There is a goal related to the outcome of the game (amount of beer consumed) that is unknown (dependent upon the length of the game and the speed with which you can drink).
Originally Posted by RC
A player can have any goal he likes when he sits down to game. His goal can be to drink as much beer as humanly possible. However, that goal is not the goal of the game, and it matters not one whit whether his beer capacity is known or unknown when he sits down when determining whether or not he is playing a game while drinking beer.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.