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General Tabletop Discussion
*Pathfinder & Starfinder
April 3rd, Rule of 3
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<blockquote data-quote="JamesonCourage" data-source="post: 5876299" data-attributes="member: 6668292"><p>Just so we're clear, I'll be expressing this as someone who has played D&D, not my own RPG.</p><p></p><p></p><p>I have. Literally a couple dozen times. </p><p></p><p>I have.</p><p></p><p><em>This</em> greatly amused me. Even if you don't change the rules whatsoever, you're close to freeforming the game? That's actually very funny to me. I know that you and Dannager both strongly believed that D&D was a game about combat, but you lost that poll about about two to one, I think. Most people disagreed. (<a href="http://www.enworld.org/forum/general-rpg-discussion/309227-d-d-about-combat.html" target="_blank">http://www.enworld.org/forum/general-rpg-discussion/309227-d-d-about-combat.html</a>)</p><p></p><p>Well, it aids in the passage of time. The passage of time allows for more evolution of the setting. The evolution of the setting allows for more interesting scenarios to naturally unfold. Armies may move, kings may die, bandits may get wiped out or raid a town. NPCs will fall in love and get married, PCs will have kids, and so on. Personally, it's why I'm against teleportation magic being used constantly, too (3.X was terrible about this). Not that I'm expecting D&D to change that.</p><p></p><p>Slower healing, if common, allows for very interesting events to unfold in a timeline that wouldn't be there otherwise. The same is true of mundane travel (especially if the weather slows you down from time to time). The same is applied to taking time to craft things. Anything, really, that allows for events to unfold in the setting naturally can make it very interesting.</p><p></p><p>Of course, I say this as someone who plays with a rather sandbox approach to the game. If you wanted to, you could take a more dramatist approach and "fudge" things so that "yes, this nation was drafting and arming an army, but nobody noticed it because it's a very, <em>very</em> good secret!" It's not my preferred approach, personally, as that, too, breaks my sense of verisimilitude within the game. But, I understand that a lot of players just roll with it, and have a lot of fun. And, more power to them. That's cool. But slowing things down in-game opens up new narrative paths in my preferred style of game that wouldn't be there otherwise. As always, play what you like <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=":)" /></p></blockquote><p></p>
[QUOTE="JamesonCourage, post: 5876299, member: 6668292"] Just so we're clear, I'll be expressing this as someone who has played D&D, not my own RPG. I have. Literally a couple dozen times. I have. [I]This[/I] greatly amused me. Even if you don't change the rules whatsoever, you're close to freeforming the game? That's actually very funny to me. I know that you and Dannager both strongly believed that D&D was a game about combat, but you lost that poll about about two to one, I think. Most people disagreed. ([url]http://www.enworld.org/forum/general-rpg-discussion/309227-d-d-about-combat.html[/url]) Well, it aids in the passage of time. The passage of time allows for more evolution of the setting. The evolution of the setting allows for more interesting scenarios to naturally unfold. Armies may move, kings may die, bandits may get wiped out or raid a town. NPCs will fall in love and get married, PCs will have kids, and so on. Personally, it's why I'm against teleportation magic being used constantly, too (3.X was terrible about this). Not that I'm expecting D&D to change that. Slower healing, if common, allows for very interesting events to unfold in a timeline that wouldn't be there otherwise. The same is true of mundane travel (especially if the weather slows you down from time to time). The same is applied to taking time to craft things. Anything, really, that allows for events to unfold in the setting naturally can make it very interesting. Of course, I say this as someone who plays with a rather sandbox approach to the game. If you wanted to, you could take a more dramatist approach and "fudge" things so that "yes, this nation was drafting and arming an army, but nobody noticed it because it's a very, [I]very[/I] good secret!" It's not my preferred approach, personally, as that, too, breaks my sense of verisimilitude within the game. But, I understand that a lot of players just roll with it, and have a lot of fun. And, more power to them. That's cool. But slowing things down in-game opens up new narrative paths in my preferred style of game that wouldn't be there otherwise. As always, play what you like :) [/QUOTE]
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