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  1. kermit4karate

    D&D General Hit Points are a great mechanic

    Fair enough. I won't debate what is/isn't fun for different people. You do you. I'm only speaking for what helps/hurts immersive roleplaying, IMO.
  2. kermit4karate

    D&D General Hit Points are a great mechanic

    I appreciate the attempt to be diplomatic...but I still think there are certain truths to it. Saying it differs from table to table and player to player might be overstating it. Yes, one's appetite for complexity differs, but there comes a point where an RPG becomes so complex that it's no...
  3. kermit4karate

    D&D General Hit Points are a great mechanic

    I actually still disagree. I don't believe that intentionally (because we're doing it like a director yells "cut!") slowing the pace for technical reasons ever aids immersion. Slowing the pace of the storytelling, like how a slow-burn dialogue-heavy thriller does it, isn't the same as saying...
  4. kermit4karate

    D&D General Hit Points are a great mechanic

    Not for me. I don't want any more accoutrements and accessories. I like to keep my boardgames and my TTRPGs separate. TTRPGs for me should be entirely playable without any additional accessories (save dice...or a dice app on my phone). Just personal preference.
  5. kermit4karate

    D&D General Hit Points are a great mechanic

    The thing about this discussion and HP in D&D is... It's a nothingburger to fix. HP remains a historically effective, balanced mechanic. It's not as though more complex calculations and tables to apply the concept of damage differently don't introduce more complexity, and complexity is the...
  6. kermit4karate

    D&D General The Great Railroad Thread

    Yes fudge. Don't you dare besmirch fudge!
  7. kermit4karate

    D&D General Hit Points are a great mechanic

    I actually agree with the absence of dramatic tension caused by survival certainty but disagree that HP are the source of the problem. The problem is the survival certainty, which is easy to remove. Just eliminate the certainty. That's exactly why I've used a house rule for decades in my...
  8. kermit4karate

    D&D General The Great Railroad Thread

    Thanks. By 'bulk of the fiction,' I'm saying that they, the players, do most of the talking. If one were to be taking dictation and turned the adventure into a book, most of the exposition and dialogue would be theirs. Regarding that second paragraph, I'll wait to see if @Campbell also...
  9. kermit4karate

    D&D General The Great Railroad Thread

    I feel like this is a big ol' red herring. I run pretty traditional D&D as far as my role as DM, and I've generally always run homebrew adventures that take the party along a generally linear path while the players create the bulk of the fiction. They interact with my NPCs, decide how to...
  10. kermit4karate

    D&D General The Great Railroad Thread

    Meh. I retract the "most" part. I shouldn't have said "most" are primarily ego stroking and self-soothing. It's probably closer to 15%.
  11. kermit4karate

    D&D General The Great Railroad Thread

    As a thought exercise to scratch an itch on a community forum, maybe. As they pertain to most TTRPGs like D&D or Daggerheart, practically speaking, it's hard to imagine a fun time at a table involving one without the other.
  12. kermit4karate

    D&D General The Great Railroad Thread

    I see that.... I'm certainly getting exposure to personality types I can more easily recognize now and endeavor to avoid. But seriously, there are occasionally diamonds amidst the bits of coal. Thank you for being a diamond. 🤙💎
  13. kermit4karate

    D&D General The Great Railroad Thread

    Truthfully, most of these discussions don't do that. These are primarily ego stroking and self-soothing.
  14. kermit4karate

    D&D General The Great Railroad Thread

    I do, and yes, big words do hurt me. I don't needlessly overcomplicate things in my professional life because it's difficult enough as it is. By the same token, I also try to avoid overcomplicating things in my hobbies as well.
  15. kermit4karate

    D&D General The Great Railroad Thread

    That's just one too many "isms" for me. Now we're drawing a firm distinction between narrativism and thespianism?? How about masochism? -- because that's how this seems to me. :)
  16. kermit4karate

    D&D General The Great Railroad Thread

    From my understanding, a core tenet is to "put the story/premise you’re addressing first; treat rules as tools." In fact, I've gathered that one could simply ignore a rule entirely if a player were, for instance, to be momentarily enraptured in a particularly eloquent bit of roleplaying...
  17. kermit4karate

    D&D General The Great Railroad Thread

    It's funny. The guts of what I've been reading about narrativist play lately on enworld describes how I've DM'd D&D since the '80s. Story over rules adherence; mechanical results serve the fiction, not vice versa; player agency helps shape the story's direction -- that basically just describes...
  18. kermit4karate

    Shadowdark Shadowdark General Thread [+]

    In what way do you feel always-on initiative slows the game down? I've kept it so far but do feel it's...goofy. I think it's faster in game but makes little sense in terms of realism.
  19. kermit4karate

    D&D General The Great Railroad Thread

    Gotta be honest, I've never had a player ruin one of my games. Like, no one in real life has ever said, "You're railroading!" even though people here have said I do. No one has argued against my interpretation of spell variability (magic is unpredictable) or how my monsters differ from those in...
  20. kermit4karate

    D&D General The Great Railroad Thread

    Well, you are correct about one thing -- that I am confused about what you believe you're achieving with your barrage of lengthy comments. Unsure if you're trying to sway others or simply caught in a loop.
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