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4E is for casuals, D&D is d0med
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<blockquote data-quote="sinecure" data-source="post: 4284336" data-attributes="member: 37668"><p>Hey, we all roleplayed growing up without a DM. The fact that we can actually change an imaginary world because someone plays one for us is the bonus of RPGs.</p><p></p><p>Sorry, your DM chooses to play the world dully. Realism isn't necessarily dull. It has greater depth than any other style as we all share knowledge IC from everything we've learned in our own OOC lives too. That's the benefit. </p><p></p><p>Actually it can happen a bunch of ways. You could say you only want to focus on a particular situation and play that out. Even a very minute one like a practice setup in Chess. Or you could do it the way most people do and decide as a player group what you want to do IC. Or you could let the DM railroad you as he "can't play anything, but the designed encounters" (which is normally false). Or you can chose not to work together at all and all go your own way. Those last two are "unfun" in my book. But I'm not going to design a game where you cannot do them if you wish.</p><p></p><p>The 4E rules specifically require you to stop think like your another person and start playing the game as a push button, highly limited option, no influence to think outside the box, simulation. And if you don't think DDM is a simulation, what on earth do you think wargames were created for?</p><p></p><p>Yeah. Except when you can't. Like, I grab his skull and gnaw on it! "What power is that?" None. So guess what? The chance of it working is nil. And if it can work, why do you need all those powers to begin with? You're not thinking in character. You're thinking in combat maneuvers akin to any other wargame. Chess.</p><p></p><p>The rules should give a DM a good idea. The player finds out through play. You can do this in 2nd Edition if you want. We call it improvisation. Your description and desires have more effect on whether you succeed or fail than the rules in this case.</p><p></p><p></p><p>Wow. That does suck. Maybe you could make an interesting world next time? You know? The kind where things actually happen? Like the kind that were in old school modules? I'm just saying. If your world has nothing going on in it. And your group has nothing going on for it. I'm not surprised nothing went on. That's hardly a reason to take freedom and responsibility for fun away from the players.</p><p></p><p></p><p>Go back and read my other posts. I've said that a DM doesn't need rules. But they really help in keeping consistency.</p><p></p><p></p><p>Let me put narrow my answer. As a D&D roleplayer achieving ones goals is the definition of a good roleplayer. One who wins. When playing a module this means beating it.</p><p></p><p><strong>Hamishspence & Steely Dan</strong></p><p>Major Fallacy #1 strikes twice more! It's like a plague around here. People really should think for themselves.</p></blockquote><p></p>
[QUOTE="sinecure, post: 4284336, member: 37668"] Hey, we all roleplayed growing up without a DM. The fact that we can actually change an imaginary world because someone plays one for us is the bonus of RPGs. Sorry, your DM chooses to play the world dully. Realism isn't necessarily dull. It has greater depth than any other style as we all share knowledge IC from everything we've learned in our own OOC lives too. That's the benefit. Actually it can happen a bunch of ways. You could say you only want to focus on a particular situation and play that out. Even a very minute one like a practice setup in Chess. Or you could do it the way most people do and decide as a player group what you want to do IC. Or you could let the DM railroad you as he "can't play anything, but the designed encounters" (which is normally false). Or you can chose not to work together at all and all go your own way. Those last two are "unfun" in my book. But I'm not going to design a game where you cannot do them if you wish. The 4E rules specifically require you to stop think like your another person and start playing the game as a push button, highly limited option, no influence to think outside the box, simulation. And if you don't think DDM is a simulation, what on earth do you think wargames were created for? Yeah. Except when you can't. Like, I grab his skull and gnaw on it! "What power is that?" None. So guess what? The chance of it working is nil. And if it can work, why do you need all those powers to begin with? You're not thinking in character. You're thinking in combat maneuvers akin to any other wargame. Chess. The rules should give a DM a good idea. The player finds out through play. You can do this in 2nd Edition if you want. We call it improvisation. Your description and desires have more effect on whether you succeed or fail than the rules in this case. Wow. That does suck. Maybe you could make an interesting world next time? You know? The kind where things actually happen? Like the kind that were in old school modules? I'm just saying. If your world has nothing going on in it. And your group has nothing going on for it. I'm not surprised nothing went on. That's hardly a reason to take freedom and responsibility for fun away from the players. Go back and read my other posts. I've said that a DM doesn't need rules. But they really help in keeping consistency. Let me put narrow my answer. As a D&D roleplayer achieving ones goals is the definition of a good roleplayer. One who wins. When playing a module this means beating it. [B]Hamishspence & Steely Dan[/B] Major Fallacy #1 strikes twice more! It's like a plague around here. People really should think for themselves. [/QUOTE]
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