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Actual play examples - balance between fiction and mechanics
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<blockquote data-quote="Mallus" data-source="post: 5463719" data-attributes="member: 3887"><p>I'm shocked <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" />. I thought by placing the Viking Hat of Dungeon-Mastering upon your head you immediately become a polymath, knowledgeable in all matters animal, vegetable and mineral, including, but not limited to, Gilbert and Sullivan lyrics, much in the manner of a modern Major-General, more than capable of adjudicating, with fairness, accuracy, and suitable entertainment value, whatever actions, however rational, rash, borderline absurd, or wantonly fire-based they might be, your players, bless their febrile little minds, might decide to undertake. </p><p></p><p>Allow me to ask this: how does one figure out what happens, when players do the crazy things they are want to do, considering the enormous breadth of crackpot situations they find themselves in?</p><p></p><p>How <em>exactly</em> does one decide if the players plan to combat a large pool of magically animated water is brilliant or fatally flawed? A knowledge of real-world fluid dynamics won't be much help, seeing as real-word fluids are seldom motivated by animosity or a desire to protect a wizard's property rights. No advice from the realms of fiction spring to mind. Angry water is a bit of a corner case. It's hardly iconic, unlike say, fighting a giant, in which the logical choice of counter-armament is the sling. </p><p></p><p>Personally, I don't mind the skill systems present in 3e and 4e. It's nice to have guidelines for adjudicating of player actions. Some mechanics to fall back on, if you need them. </p><p></p><p>I agree that a reduction of play to pure mechanics represents a loss, or at the very least, a failure to live up to the potential inherent in role-playing games. But does the mere existence of something like the 4e Skill Challenge system, or 3e skill lists, really serve as a barrier to creative play?</p><p></p><p>It sure seems like an implementation issue to me. A DM could choose to resolve everything using die rolls. Of course, they could just as easily choose <em>not</em> do that. It's how my friends and I played 3e (and now play 4e). </p><p></p><p>The newer editions didn't make us less creative. They simply gave us some extra tools with which to run our campaigns.</p></blockquote><p></p>
[QUOTE="Mallus, post: 5463719, member: 3887"] I'm shocked :). I thought by placing the Viking Hat of Dungeon-Mastering upon your head you immediately become a polymath, knowledgeable in all matters animal, vegetable and mineral, including, but not limited to, Gilbert and Sullivan lyrics, much in the manner of a modern Major-General, more than capable of adjudicating, with fairness, accuracy, and suitable entertainment value, whatever actions, however rational, rash, borderline absurd, or wantonly fire-based they might be, your players, bless their febrile little minds, might decide to undertake. Allow me to ask this: how does one figure out what happens, when players do the crazy things they are want to do, considering the enormous breadth of crackpot situations they find themselves in? How [i]exactly[/i] does one decide if the players plan to combat a large pool of magically animated water is brilliant or fatally flawed? A knowledge of real-world fluid dynamics won't be much help, seeing as real-word fluids are seldom motivated by animosity or a desire to protect a wizard's property rights. No advice from the realms of fiction spring to mind. Angry water is a bit of a corner case. It's hardly iconic, unlike say, fighting a giant, in which the logical choice of counter-armament is the sling. Personally, I don't mind the skill systems present in 3e and 4e. It's nice to have guidelines for adjudicating of player actions. Some mechanics to fall back on, if you need them. I agree that a reduction of play to pure mechanics represents a loss, or at the very least, a failure to live up to the potential inherent in role-playing games. But does the mere existence of something like the 4e Skill Challenge system, or 3e skill lists, really serve as a barrier to creative play? It sure seems like an implementation issue to me. A DM could choose to resolve everything using die rolls. Of course, they could just as easily choose [i]not[/i] do that. It's how my friends and I played 3e (and now play 4e). The newer editions didn't make us less creative. They simply gave us some extra tools with which to run our campaigns. [/QUOTE]
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