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4E Rules first Role-Play second?
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<blockquote data-quote="Jefe Bergenstein" data-source="post: 3787777" data-attributes="member: 31506"><p>I guess I should more fully explain myself. I think theres a difference in the Players Handbook, and a Vampire book. The vampire book kind of presumes a certain type of game, and more importantly, kind of servces double duty as a setting book. Knowing how the various clans generally perceive one another is incredibly helpful (though I'd say that falls into the realm of fluff vs. rp how-to). I think the advice in something like Heroes of Horrors was well placed, since thats a book also aimed at running a certain style. Its mainly that the PHB kind of needs to be rather generic, since its the system backbone. Any RP advice would need to be so as well. </p><p></p><p>On the other hand, I think a few pages devoted to certain meta game topics could be handy. General advice on how to make a character that is appropriate for a type of game or gruop, advice on how to cut down on inner party conflicts etc could be generic enough to be worthy of inclusion. I think many group arguments could have been circumvented with a simple discussion pre-game that "Hey, we're going to run a heroic game... Bob could you maybe rethink your mercenary assassin" or "Everyone else has made morally ambiguous characters... Ted that paladin unwilling to compromise any of his scruples is kind of an odd fit for this group".</p><p></p><p>There was some good advice in the DMG 2 on running for various types of players that I think many new DM's should read. So I suppose I should revise my position somewhat.</p><p></p><p>What I wouldnt want to see is what we've been handed in stuff like the Complete series, with large chunks of it devoted to how to play specific archetypes, in some cases right down to spell memorization. Maybe its just me, but I've found that kind of talks down at you at times, and thats what I'd liek to avoid. </p><p></p><p></p><p></p><p>I'm definately a fan of improved social resolution, but I'd lump that in a different area than How To RP advice.</p></blockquote><p></p>
[QUOTE="Jefe Bergenstein, post: 3787777, member: 31506"] I guess I should more fully explain myself. I think theres a difference in the Players Handbook, and a Vampire book. The vampire book kind of presumes a certain type of game, and more importantly, kind of servces double duty as a setting book. Knowing how the various clans generally perceive one another is incredibly helpful (though I'd say that falls into the realm of fluff vs. rp how-to). I think the advice in something like Heroes of Horrors was well placed, since thats a book also aimed at running a certain style. Its mainly that the PHB kind of needs to be rather generic, since its the system backbone. Any RP advice would need to be so as well. On the other hand, I think a few pages devoted to certain meta game topics could be handy. General advice on how to make a character that is appropriate for a type of game or gruop, advice on how to cut down on inner party conflicts etc could be generic enough to be worthy of inclusion. I think many group arguments could have been circumvented with a simple discussion pre-game that "Hey, we're going to run a heroic game... Bob could you maybe rethink your mercenary assassin" or "Everyone else has made morally ambiguous characters... Ted that paladin unwilling to compromise any of his scruples is kind of an odd fit for this group". There was some good advice in the DMG 2 on running for various types of players that I think many new DM's should read. So I suppose I should revise my position somewhat. What I wouldnt want to see is what we've been handed in stuff like the Complete series, with large chunks of it devoted to how to play specific archetypes, in some cases right down to spell memorization. Maybe its just me, but I've found that kind of talks down at you at times, and thats what I'd liek to avoid. I'm definately a fan of improved social resolution, but I'd lump that in a different area than How To RP advice. [/QUOTE]
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