Again, very good point.
I then propose a new practical axis, if one is to be there at all: Rolist and Gamist. One is more interested in the RP aspect of it, the other more interested in the G. This distinction is summed up by Plot v. Mechanics, and supported by the very name of the game genre...
It seems to qualify as Neutral/Internal, since you give equal weight to both Practical mindsets, while focusing on how the rules interact with the genre.
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"The rules simulate a world, possibly but not...
Hey! That does work.
I have altered I somewhat to include Story again. Assuming this doesn't oversimplify matters, this should fix the problem you stated.
Also, Form is more about factors external to the game, and content is more about ones internal to the game. Both can be applied to Gamism...
There are times when what most call 'railroading' is the lesser of two evils. If the party are twiddling their thumbs or bantering for hours in a way that doesn't move anything forward (as opposed to thinking about what to do next, or looking over their options and capabilities), the DM may have...
I cited a cruder version of this in the Dancey thread, and I figured it needed its own thread, so that it wouldn't disrupt the general concept of the thread it forked from.
I see a philosophical lean not unlike D&D alignments here:
First, we have Tactics vs. Immersion (Practical axis)
Then...
Given this, from several responders, I can and will rework the axes.
EDIT: In fact, I now have. Immersion better handles the dilemma you've stated. I hope this makes my alignment analogy more useful.
Good point. Perhaps I could replace the 'and' in the post you're quoting to 'or'?
Both types are looking at it from the view of the setting. However, the ways they handle it are quite a bit apart. There are Lawful/Neutral disagreements too.
I see a philosophical lean not unlike D&D alignments here:
First, we have Tactics vs. Immersion (Priorities)
Then, we have Form vs. Content (Methods)
Those on the side of Tactics would want to kick ass and chew bubblegum.
Those on the side of Immersion would rather immerse themselves in the...
I see your point, and I like your blog, but I do have a minor response:
This hypothetical power-gamer is free to lean toward both games if he so desires. I myself am a rather blatant tactician, both as a DM and as a player (though I do lean to storyteller mentality when it helps the most), and...
The medium might be well taken into account when one is serving a message, but that doesn't make it the message.
The truth is, serving the tactician mentality in TRPGs does nothing to cost the storytellers on its own. A skilled DM knows how to serve both, or to deal with extremes of either...
Sounds like either a good idea for a feat, a class goodie (like my Tactician class's Arcane Attack, which allows you to imbue a spell onto a single attack, at normal AC), or a Transmutation spell that allows you to imbue a spell onto your weapon for a certain duration, so that whenever you hit...
I also give XP for minor actions, such as healing, damage dealing, using spells, planning, and virtually anything with a positive, substantial outcome in this game. I award it at the end of the session.
Perhaps a Stealth Spell metamagic feat is in order?
Also, it still holds all of its strength as a demoralization tactic, if not a 100% combat-practical one.
Also, style points.
Also, can you trigger a quivering palm that way? Or does it count as an attack action, and therefore require some kind of spell-imbuing ability?
I say it'd be a rather humiliating way of sorting out a baddie. Totally unexpected, and it'd make the foe look like a total pushover. However, I...
I know -several- autistic people who wouldn't stoop to the level of this particular ingrate. Tell him that he either needs to respect the group, decline politely, or hear from you that it's a sad thing his adventure has ended here.
Introduce him to the 3.5 book. Tell him to read and try to learn the parts that count before letting him into any more sessions. Give him one more session to either abide by the rules or decline politely.
Any, and I mean ANY trouble (unless it's an obvious accident or an honest mistake), and...