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D&D Older Editions, OSR, & D&D Variants
4E combat and powers: How to keep the baby and not the bathwater?
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<blockquote data-quote="JamesonCourage" data-source="post: 5861756" data-attributes="member: 6668292"><p>Me too?</p><p></p><p></p><p><em>Again</em>, it's either "decent" or "crappy" now? It's not only "awesome" or "boredom and suffering" or "awesome" or "crappy". I said that before, but you appear to have missed it, or ignored it. I did comment quite at length on "cool" as compared to "awesome", and colloquially speaking (at least here), "cool" is quite different from "crappy."</p><p></p><p></p><p>That's the thing! A <em>handful</em> of awesome moments. The more they pop up, the more "cool" they become, and the less "awesome" they become. </p><p></p><p></p><p>I <em>strongly</em> believe that constant exposure to any medium will mean you become more adjusted to its presence, and that the emotional impact that it first gave you will lessen (at least in frequency). You can still be regularly emotionally moved by it, but not in the same way you were at first -at least, not with the regularity you were at first.</p><p></p><p></p><p>I don't think it's any cheaper than implying I only want "awesome" or "boredom and suffering", or "decent" or "crappy" when I've explicitly talked about "awesome" becoming "cool" instead.</p><p></p><p></p><p>That's just a subjective call. I can get much more emotionally invested in an RPG than reading literature, listening to music, etc. It's like poetry I write, or short stories I write, etc.: it's mine. Because it's mine, I've invested my heart into it, or at least my mind.</p><p></p><p></p><p>Well, you're much more interested in exploring themes than I am (like I said, we want different things out of our game), but I <em>am</em> very interested in exploring human emotions that occur during deep roleplay (such as, as you point out, loyalty, honor, duty, faith, betrayal, hope, despair, triumph, etc.).</p><p></p><p>I want all of them in the game, and I want to feel them and invoke them in the players. After my long campaign first wrapped up (level 2-22ish over about 1,700 hours real time before returning to it several times later), I asked my players what one piece of advice their characters would give them. It was an emotional, poignant moment of quiet reflection from the players. They took something <em>real</em> away from those characters, and they knew them intimately.</p><p></p><p>I want that in my game. Exploring a particular theme is interesting, but exploring the human mind and emotional space is very interesting to me, and I want that to be what's most felt when the game ends and we look back on it. And, yes, I want lots of "remember when the dragon bit your hand off?!" and "remember when we combo'd Vecna with our signature moves, destroying his avatar?!", too.</p><p></p><p>But, at the end of the day, I want to look back and people to take personal, self-created lessons away from the game. I want to learn from the game, even if it's purely through creatively fleshing out a character concept. I think RPGs are particularly well-suited to this, and the real ability to explore other dimensions of yourself is what draws me in. As always, play what you like <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="JamesonCourage, post: 5861756, member: 6668292"] Me too? [I]Again[/I], it's either "decent" or "crappy" now? It's not only "awesome" or "boredom and suffering" or "awesome" or "crappy". I said that before, but you appear to have missed it, or ignored it. I did comment quite at length on "cool" as compared to "awesome", and colloquially speaking (at least here), "cool" is quite different from "crappy." That's the thing! A [I]handful[/I] of awesome moments. The more they pop up, the more "cool" they become, and the less "awesome" they become. I [I]strongly[/I] believe that constant exposure to any medium will mean you become more adjusted to its presence, and that the emotional impact that it first gave you will lessen (at least in frequency). You can still be regularly emotionally moved by it, but not in the same way you were at first -at least, not with the regularity you were at first. I don't think it's any cheaper than implying I only want "awesome" or "boredom and suffering", or "decent" or "crappy" when I've explicitly talked about "awesome" becoming "cool" instead. That's just a subjective call. I can get much more emotionally invested in an RPG than reading literature, listening to music, etc. It's like poetry I write, or short stories I write, etc.: it's mine. Because it's mine, I've invested my heart into it, or at least my mind. Well, you're much more interested in exploring themes than I am (like I said, we want different things out of our game), but I [I]am[/I] very interested in exploring human emotions that occur during deep roleplay (such as, as you point out, loyalty, honor, duty, faith, betrayal, hope, despair, triumph, etc.). I want all of them in the game, and I want to feel them and invoke them in the players. After my long campaign first wrapped up (level 2-22ish over about 1,700 hours real time before returning to it several times later), I asked my players what one piece of advice their characters would give them. It was an emotional, poignant moment of quiet reflection from the players. They took something [I]real[/I] away from those characters, and they knew them intimately. I want that in my game. Exploring a particular theme is interesting, but exploring the human mind and emotional space is very interesting to me, and I want that to be what's most felt when the game ends and we look back on it. And, yes, I want lots of "remember when the dragon bit your hand off?!" and "remember when we combo'd Vecna with our signature moves, destroying his avatar?!", too. But, at the end of the day, I want to look back and people to take personal, self-created lessons away from the game. I want to learn from the game, even if it's purely through creatively fleshing out a character concept. I think RPGs are particularly well-suited to this, and the real ability to explore other dimensions of yourself is what draws me in. As always, play what you like :) [/QUOTE]
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4E combat and powers: How to keep the baby and not the bathwater?
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