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4e skill system -dont get it.
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<blockquote data-quote="Campbell" data-source="post: 4134544" data-attributes="member: 16586"><p>I find metagaming to be a problematic term, largely due to the value judgment usually inherit in its use and the implication that metagaming is not in fact gaming. I think we can discuss this matter without using less nuanced language. </p><p></p><p>This type of out of character communication is immensely valuable to people like me who place other priorities above immersion and it is a central tenant of a number of role playing games that I enjoy. The basic concession is that high fidelity to established characters and setting does not allows result in the most enjoyable play experience. Rather than depending on accidental enjoyment we take a more proactive approach that involves communication and spreading narrative control. This is obviously not going to be a satisfactory approach for those who prefer more immersion oriented gaming. I would advise such people to avoid skill challenges and to rely on task resolution as they previously did. </p><p></p><p></p><p></p><p>I don't see why on the fly skill challenges would not be possible. I plan on using them in just such a manner on a fairly regular basis. I imagine a situation to work like this ...</p><ul> <li data-xf-list-type="ul">Players declare goal</li> <li data-xf-list-type="ul">GM judges how difficult the task should be and sets the success threshold.</li> <li data-xf-list-type="ul">Run skill challenge is normal.</li> </ul><p></p><p>That doesn't seem so difficult to me.</p></blockquote><p></p>
[QUOTE="Campbell, post: 4134544, member: 16586"] I find metagaming to be a problematic term, largely due to the value judgment usually inherit in its use and the implication that metagaming is not in fact gaming. I think we can discuss this matter without using less nuanced language. This type of out of character communication is immensely valuable to people like me who place other priorities above immersion and it is a central tenant of a number of role playing games that I enjoy. The basic concession is that high fidelity to established characters and setting does not allows result in the most enjoyable play experience. Rather than depending on accidental enjoyment we take a more proactive approach that involves communication and spreading narrative control. This is obviously not going to be a satisfactory approach for those who prefer more immersion oriented gaming. I would advise such people to avoid skill challenges and to rely on task resolution as they previously did. I don't see why on the fly skill challenges would not be possible. I plan on using them in just such a manner on a fairly regular basis. I imagine a situation to work like this ... [list] [*]Players declare goal [*]GM judges how difficult the task should be and sets the success threshold. [*]Run skill challenge is normal. [/list] That doesn't seem so difficult to me. [/QUOTE]
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