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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="Crazy Jerome" data-source="post: 5866415" data-attributes="member: 54877"><p>Yes. This is the 4E bit that corresponds to Burning Wheel scripting in Dual of Wit, Fight, etc. Scipting Fight is perhaps the one easiest to explain, though it applies to any BW scripting. Basically, the script goes hard after a particular piece of verisimilitude -- when scripting in Fight, the scripts carry only token relations to the actual actions, timings, reflexes, options, etc. being simulated (though they aren't totally off, either), but are primarily designed to make the player sweat over the fate of the character while still leaving the player with <strong>some</strong> control. </p><p> </p><p>IMHO, this is why the choice to use resources in 4E is important for scenes like this from a narrative perspective. The player may identify somewhat with the fictional space and care on that level. The dice introduce an element of uncertainity that is not controlled. The DM is playing the foes as adversaries. To this, the player has the chance to decide and to act. It is precisely having such decisions to make that can cause some players to feel the danger of the character. </p><p> </p><p>And of course, not everyone feels with those motivations, which is why narrative play is not going to appeal to some--or even make much sense. It's like people sitting around listening to a horror story or watching one (or a true thriller with some horror, for perhaps a stronger example). For some, the atmosphere is enough. Simulate the atmosphere, they put themselves into the character and feel that way. For others, the likely result when the chainsaw starts up on screen is to laugh. (This is pretty much my reaction.) With nothing at stake for me personally, or under my control but the remote, I simply don't care that much. (I'm not always this way on more historical pieces of fiction, BTW.) </p><p> </p><p>With a game, if the mechanics back up the emotion being put forth for the atmosphere, then the players' dread over the fate of their "pawn" in the game world is connected to the atmosphere, to charge the atmosphere with some meaning.</p></blockquote><p></p>
[QUOTE="Crazy Jerome, post: 5866415, member: 54877"] Yes. This is the 4E bit that corresponds to Burning Wheel scripting in Dual of Wit, Fight, etc. Scipting Fight is perhaps the one easiest to explain, though it applies to any BW scripting. Basically, the script goes hard after a particular piece of verisimilitude -- when scripting in Fight, the scripts carry only token relations to the actual actions, timings, reflexes, options, etc. being simulated (though they aren't totally off, either), but are primarily designed to make the player sweat over the fate of the character while still leaving the player with [B]some[/B] control. IMHO, this is why the choice to use resources in 4E is important for scenes like this from a narrative perspective. The player may identify somewhat with the fictional space and care on that level. The dice introduce an element of uncertainity that is not controlled. The DM is playing the foes as adversaries. To this, the player has the chance to decide and to act. It is precisely having such decisions to make that can cause some players to feel the danger of the character. And of course, not everyone feels with those motivations, which is why narrative play is not going to appeal to some--or even make much sense. It's like people sitting around listening to a horror story or watching one (or a true thriller with some horror, for perhaps a stronger example). For some, the atmosphere is enough. Simulate the atmosphere, they put themselves into the character and feel that way. For others, the likely result when the chainsaw starts up on screen is to laugh. (This is pretty much my reaction.) With nothing at stake for me personally, or under my control but the remote, I simply don't care that much. (I'm not always this way on more historical pieces of fiction, BTW.) With a game, if the mechanics back up the emotion being put forth for the atmosphere, then the players' dread over the fate of their "pawn" in the game world is connected to the atmosphere, to charge the atmosphere with some meaning. [/QUOTE]
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4E combat and powers: How to keep the baby and not the bathwater?
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