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4E is too video-gamey
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<blockquote data-quote="RigaMortus2" data-source="post: 4109005" data-attributes="member: 11586"><p>Well, the disadvantage to that (and don't get me wrong, I see advantages AND disadvantages to both applications) is that movies and books are even MORE scripted. The writer pre-defines the actions for the characters.</p><p></p><p>If you want to model an encounter like Luke vs. Darth Vader at the end of RotJ, and you have a specific vision and idea of how you want the encounter to run, and you have assumptions on how your players are going to react, it may become a disappointment when they don't act that way. To be more specific, lets say your intention is that during or after the battle, the defeated dark lord redeems himself by killing his master (just like Darth Vader did), isn't it going to be disappointing if the player(s) decide to kill the dark lord before he gets that chance?</p><p></p><p>The video-game pattern IMHO is more adaptable. Because while there are set things that I want to occur during the encounter, and there are specific ways around it, the resolution is still open ended.</p><p></p><p>I just see that modeling an encounter off of a movie or book as something that would be cool (I wish to replicate the Spartan battle from 300 for example), as long as the players act it out the way you imagine them to, which is often not the case. If I've missed your point (and I think I may have), can you elaborate a bit more about what you mean?</p><p></p><p>BTW... In my Maedar example, I mentioned I had a cut-scene (so to speak), an interaction with the Maedar and the Vampire Medusa, that the players/characters did not interact in. It was a plot device. This is something seperate than a pattern for an encounter. This is something you can use in any game. It's not related. But maybe that is what you were talking about? Again, sorry if I misinterpreted what you were trying to get across.</p></blockquote><p></p>
[QUOTE="RigaMortus2, post: 4109005, member: 11586"] Well, the disadvantage to that (and don't get me wrong, I see advantages AND disadvantages to both applications) is that movies and books are even MORE scripted. The writer pre-defines the actions for the characters. If you want to model an encounter like Luke vs. Darth Vader at the end of RotJ, and you have a specific vision and idea of how you want the encounter to run, and you have assumptions on how your players are going to react, it may become a disappointment when they don't act that way. To be more specific, lets say your intention is that during or after the battle, the defeated dark lord redeems himself by killing his master (just like Darth Vader did), isn't it going to be disappointing if the player(s) decide to kill the dark lord before he gets that chance? The video-game pattern IMHO is more adaptable. Because while there are set things that I want to occur during the encounter, and there are specific ways around it, the resolution is still open ended. I just see that modeling an encounter off of a movie or book as something that would be cool (I wish to replicate the Spartan battle from 300 for example), as long as the players act it out the way you imagine them to, which is often not the case. If I've missed your point (and I think I may have), can you elaborate a bit more about what you mean? BTW... In my Maedar example, I mentioned I had a cut-scene (so to speak), an interaction with the Maedar and the Vampire Medusa, that the players/characters did not interact in. It was a plot device. This is something seperate than a pattern for an encounter. This is something you can use in any game. It's not related. But maybe that is what you were talking about? Again, sorry if I misinterpreted what you were trying to get across. [/QUOTE]
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