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Community
General Tabletop Discussion
*Dungeons & Dragons
Are Essentials more old school or just a clever marketing ploy?
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<blockquote data-quote="Scribble" data-source="post: 5358501" data-attributes="member: 23977"><p>Well I guess they could have done more- but it's not just the suggested skill improv stuff. In the side bar it talks about as a player not just falling back on the combat stuff you can do, and instead try something else.</p><p></p><p>So it seems they're planting the "go ahead give it a try" seed, and then giving the DM the tools to decide how to run the action.</p><p></p><p>IE instead of how it was originally laid out as being something the rules don't cover, it's saying look at the action, and choose the best rule to cover it.</p><p></p><p></p><p></p><p>Sure- I would say this is kind of true for any game with a good number of rules for doing things though.</p><p></p><p>When a game generally "lacks" rule based options, players are kind of forced to try to improv. When the game contains rules based options that are "close enough" they generally tend to fall back on them.</p><p></p><p>Possibly I think because of fear of the unknown... I know how this power will work- I don't always know how my DM will decide my improv will work- so they go for the known.</p><p></p><p>That said I have players who have always been this way even in editions that lacked options... They never did anything but what was on their sheet.</p><p></p><p>I also have players that constantly try to think outside the power card...</p><p></p><p>I don't think it's a "bad" thing that players tend to fall back on their listed powers. As long as they're having fun who cares.</p><p></p><p>I think though it's a good thing that the game books talk about improv being a part of the game. I think the ability to improv (on both sides of the screen) is probably what in my mind really sets table top RPGs apart from Computer RPGs.</p><p></p><p>"Hey kids you get all those neat powers you get in CRPGs... But guess what? Unlike cRPGs where those are your only options, in a tRPG you can try ANYTHING..."</p><p></p><p></p><p></p><p>Oh... I guess I misunderstood what you were saying? What's improv have to do with Nentir Vale story elements?</p></blockquote><p></p>
[QUOTE="Scribble, post: 5358501, member: 23977"] Well I guess they could have done more- but it's not just the suggested skill improv stuff. In the side bar it talks about as a player not just falling back on the combat stuff you can do, and instead try something else. So it seems they're planting the "go ahead give it a try" seed, and then giving the DM the tools to decide how to run the action. IE instead of how it was originally laid out as being something the rules don't cover, it's saying look at the action, and choose the best rule to cover it. Sure- I would say this is kind of true for any game with a good number of rules for doing things though. When a game generally "lacks" rule based options, players are kind of forced to try to improv. When the game contains rules based options that are "close enough" they generally tend to fall back on them. Possibly I think because of fear of the unknown... I know how this power will work- I don't always know how my DM will decide my improv will work- so they go for the known. That said I have players who have always been this way even in editions that lacked options... They never did anything but what was on their sheet. I also have players that constantly try to think outside the power card... I don't think it's a "bad" thing that players tend to fall back on their listed powers. As long as they're having fun who cares. I think though it's a good thing that the game books talk about improv being a part of the game. I think the ability to improv (on both sides of the screen) is probably what in my mind really sets table top RPGs apart from Computer RPGs. "Hey kids you get all those neat powers you get in CRPGs... But guess what? Unlike cRPGs where those are your only options, in a tRPG you can try ANYTHING..." Oh... I guess I misunderstood what you were saying? What's improv have to do with Nentir Vale story elements? [/QUOTE]
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