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A case where the 'can try everything' dogma could be a problem
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<blockquote data-quote="ExploderWizard" data-source="post: 6671815" data-attributes="member: 66434"><p>I think more than anything else, this mode of play has fallen out of fashion because it actually requires players to <strong>pay attention to what is happening in the game world.</strong> I have seen so many instances of this and observed games being played where the players kind of "zone out" until its their turn to roll a die for something. Such conditioning might have been the work of DMs who run games in which nothing of significance can take place without a die roll or check of some kind so the players naturally only pay attention to the stuff that gets things done- rolling dice. </p><p></p><p></p><p></p><p>I think you are on the right track, especially when playing with a DM that actually runs the game true to this theory. Another factor in play is the obsession with a character's mechanical abilities and a natural desire to see them in action. Taken too far the testing of these constructs, to see how well they perform overshadows other concerns such as role playing, and keeping up with events in the game world. Wanting to roll all the time for these reasons isn't about wanting to fail, its about wanting to see if build decisions perform well in the field and that can't be done via clever player input or good descriptions of actions taken. When what is attainable with a high enough die roll becomes the <em>object and purpose </em>of playing then there is little outside the realm of checks and rolls that hold any interest for the player.</p></blockquote><p></p>
[QUOTE="ExploderWizard, post: 6671815, member: 66434"] I think more than anything else, this mode of play has fallen out of fashion because it actually requires players to [B]pay attention to what is happening in the game world.[/B] I have seen so many instances of this and observed games being played where the players kind of "zone out" until its their turn to roll a die for something. Such conditioning might have been the work of DMs who run games in which nothing of significance can take place without a die roll or check of some kind so the players naturally only pay attention to the stuff that gets things done- rolling dice. I think you are on the right track, especially when playing with a DM that actually runs the game true to this theory. Another factor in play is the obsession with a character's mechanical abilities and a natural desire to see them in action. Taken too far the testing of these constructs, to see how well they perform overshadows other concerns such as role playing, and keeping up with events in the game world. Wanting to roll all the time for these reasons isn't about wanting to fail, its about wanting to see if build decisions perform well in the field and that can't be done via clever player input or good descriptions of actions taken. When what is attainable with a high enough die roll becomes the [I]object and purpose [/I]of playing then there is little outside the realm of checks and rolls that hold any interest for the player. [/QUOTE]
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A case where the 'can try everything' dogma could be a problem
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