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Alternate thought - rule of cool is bad for gaming
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<blockquote data-quote="Thomas Shey" data-source="post: 9387025" data-attributes="member: 7026617"><p>Well, as I've indicated before, I'm no big fan of game play cycles that turn on appealing to the GM's sense of the appropriate.</p><p></p><p>But I think the problem here sometimes in the basic game mechanics not necessarily producing the result someone wants them to, especially when it hits close to certain cinematic tropes. This isn't helped by a lot of people wanting to have their cake and eat it too; routinely they want the mechanics to vaguely fit their sense of reality, but when Those Particular Scene arise, be able to work for them. These two pieces of rope often don't, per se, meet in the middle, which is why I suspect as others have said earlier in this thread that some expenditure of metacurrancy would probably be better, but some people (especially in the D&D-sphere) are allergic to metacurrency, so...</p><p></p><p>A note though: sometimes it isn't even about what is mechanically beneficial to a character, just things that look nifty but if mechanicked out literally, would be counterproductive. Let's use the swinging-from-chandelier example. There can be two cases where someone wants to swing from the chandelier:</p><p></p><p>1. Swinging will get you to a better position and/or faster than other options. You reference the problems that can come up with this above, as it turns on "I'm entertaining the GM so he gives me freebies."</p><p></p><p>2. It doesn't really do anything that mechanically benefits the character meaningfully, they just want to do it because it looks cool--but it actually is more likely to fail and/or puts them at a disadvantage as compared to a more mundane tactic. In those situations I'm hard pressed to see any real harm to be had here, unless other people take it as a justification for arguing for the first part later--at which point they should be told to sit down and calm down.</p></blockquote><p></p>
[QUOTE="Thomas Shey, post: 9387025, member: 7026617"] Well, as I've indicated before, I'm no big fan of game play cycles that turn on appealing to the GM's sense of the appropriate. But I think the problem here sometimes in the basic game mechanics not necessarily producing the result someone wants them to, especially when it hits close to certain cinematic tropes. This isn't helped by a lot of people wanting to have their cake and eat it too; routinely they want the mechanics to vaguely fit their sense of reality, but when Those Particular Scene arise, be able to work for them. These two pieces of rope often don't, per se, meet in the middle, which is why I suspect as others have said earlier in this thread that some expenditure of metacurrancy would probably be better, but some people (especially in the D&D-sphere) are allergic to metacurrency, so... A note though: sometimes it isn't even about what is mechanically beneficial to a character, just things that look nifty but if mechanicked out literally, would be counterproductive. Let's use the swinging-from-chandelier example. There can be two cases where someone wants to swing from the chandelier: 1. Swinging will get you to a better position and/or faster than other options. You reference the problems that can come up with this above, as it turns on "I'm entertaining the GM so he gives me freebies." 2. It doesn't really do anything that mechanically benefits the character meaningfully, they just want to do it because it looks cool--but it actually is more likely to fail and/or puts them at a disadvantage as compared to a more mundane tactic. In those situations I'm hard pressed to see any real harm to be had here, unless other people take it as a justification for arguing for the first part later--at which point they should be told to sit down and calm down. [/QUOTE]
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