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A Wrought Iron Fence Made of Tigers
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<blockquote data-quote="Irda Ranger" data-source="post: 4480562" data-attributes="member: 1003"><p>This would narrow D&D to the point where 98% of all other story possibilities would require a rules rewrite. You'd be moving from a broad, "any S&S variation or theme" resolution mechanic to a one-trick pony. No thanks.</p><p></p><p></p><p></p><p>You want Quest/Plot baked into the rules? If you used a rule system that required everyone to manage Sanity, every quest and campaign then becomes about Sanity. Remind me, how often is Sanity a theme in Arthurian Romance, 1001 Nights or Norse Adventure?</p><p></p><p></p><p></p><p>KM, you don't need different rules. You need a Motive. Just frickin' pick one. Avenge your father (slain these 20 years) or something.</p><p></p><p></p><p></p><p>Here you go: <a href="http://www.io.com/~sjohn/plots.htm" target="_blank">The Big List of RPG Plots, by S. John Ross</a></p><p></p><p></p><p></p><p>Complete and utter B.S. The actions you take and the dice you roll will be 100% responsible for deciding whether you (rescue the princess, save the day, get the treasure, get the McGuffin, etc.). Are you suggesting that your actions have zero consequences on how the story unfolds; that it simply doesn't matter whether the BBEG lives or dies? If that's the case that's not a problem with the rules, it's a problem with your DM.</p><p></p><p></p><p></p><p>Something different does happen. When you try to trip an ooze (who would do that?) you get acid all over your hands and don't trip anything - no legs, no trippy. Congratulations.</p><p></p><p>It's called "The DM can not be an automaton, he must use his brain or go home."</p><p></p><p></p><p></p><p>Maybe so, but that's not what you really want. What you really want is to not have to make any decisions about Motive or Goal. You want to be simply given one by the rules, rather than decide on one yourself.</p></blockquote><p></p>
[QUOTE="Irda Ranger, post: 4480562, member: 1003"] This would narrow D&D to the point where 98% of all other story possibilities would require a rules rewrite. You'd be moving from a broad, "any S&S variation or theme" resolution mechanic to a one-trick pony. No thanks. You want Quest/Plot baked into the rules? If you used a rule system that required everyone to manage Sanity, every quest and campaign then becomes about Sanity. Remind me, how often is Sanity a theme in Arthurian Romance, 1001 Nights or Norse Adventure? KM, you don't need different rules. You need a Motive. Just frickin' pick one. Avenge your father (slain these 20 years) or something. Here you go: [url=http://www.io.com/~sjohn/plots.htm]The Big List of RPG Plots, by S. John Ross[/url] Complete and utter B.S. The actions you take and the dice you roll will be 100% responsible for deciding whether you (rescue the princess, save the day, get the treasure, get the McGuffin, etc.). Are you suggesting that your actions have zero consequences on how the story unfolds; that it simply doesn't matter whether the BBEG lives or dies? If that's the case that's not a problem with the rules, it's a problem with your DM. Something different does happen. When you try to trip an ooze (who would do that?) you get acid all over your hands and don't trip anything - no legs, no trippy. Congratulations. It's called "The DM can not be an automaton, he must use his brain or go home." Maybe so, but that's not what you really want. What you really want is to not have to make any decisions about Motive or Goal. You want to be simply given one by the rules, rather than decide on one yourself. [/QUOTE]
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