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[Ari Marmell's blog] To House Rule or Not to House Rule
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<blockquote data-quote="Galloglaich" data-source="post: 5198049" data-attributes="member: 77019"><p>See if i had to rely on a map to answer any of those questions I would A) feel like I was too tired to DM, B) get bored and distracted and eat too many chips and cookies, C) get bogged down moving around things on a board and checking lines of sight and setting out little cones and disks and things to where I completely lost track that it was supposed to be a fight going on. </p><p></p><p>To me combat should be really fast, immersive, and kind of scary. I don't want my players pouring over a map for ten minutes before deciding when they are going to throw their fireball or from what angle they will shoot their bow. I like games like that too, but that is what squad leader is for in my opinion. Or car wars or something. </p><p></p><p>For a role playing game, I like to describe the scene, and I as the DM may very well be looking at a map, a small map, but the players will be relying on my description (and often, I'll be riffing off of their questions) and together we make a scene that feels real and surprisingly often triggers real emotional / adrenaline responses similar to the way watching a horror movie does (or playing a real good first person shooter with some spooky or suspenseful elements to it, like say one of the old Alien Versus Predator games which I liked a lot) Combat should be at least a <em>little bit</em> confusing. If you have ever been in a fight or even played paintball or something you probably know what I mean. And you should be able to make judgement calls and sometimes just guesses and still make the game work.</p><p></p><p>I would answer all of the questions listed above based on common sense, and the rapport that I've built with my players which they have learned to trust that I'm not out to get them, and riff off of their ideas. We aren't in an adversarial relationship, and they don't feel like they have to see behind the curtain of the great and powerful oz in order to trust that the game is going fairly (nor do I when I'm playing as a player in their game). Hell I even still roll dice behind a DM screen sometimes.</p><p></p><p>I played Riddle of Steel with Jake Norwood the other day and we had a variety of some of the most exciting combat I ever played through in an RPG, and there wasn't a single miniature or map on the table. I know some people like it better the other way with the maps and minis and everything, I have a good buddy who plays like that, but it aint the only way to do it mate.</p><p></p><p></p><p></p><p>G.</p></blockquote><p></p>
[QUOTE="Galloglaich, post: 5198049, member: 77019"] See if i had to rely on a map to answer any of those questions I would A) feel like I was too tired to DM, B) get bored and distracted and eat too many chips and cookies, C) get bogged down moving around things on a board and checking lines of sight and setting out little cones and disks and things to where I completely lost track that it was supposed to be a fight going on. To me combat should be really fast, immersive, and kind of scary. I don't want my players pouring over a map for ten minutes before deciding when they are going to throw their fireball or from what angle they will shoot their bow. I like games like that too, but that is what squad leader is for in my opinion. Or car wars or something. For a role playing game, I like to describe the scene, and I as the DM may very well be looking at a map, a small map, but the players will be relying on my description (and often, I'll be riffing off of their questions) and together we make a scene that feels real and surprisingly often triggers real emotional / adrenaline responses similar to the way watching a horror movie does (or playing a real good first person shooter with some spooky or suspenseful elements to it, like say one of the old Alien Versus Predator games which I liked a lot) Combat should be at least a [I]little bit[/I] confusing. If you have ever been in a fight or even played paintball or something you probably know what I mean. And you should be able to make judgement calls and sometimes just guesses and still make the game work. I would answer all of the questions listed above based on common sense, and the rapport that I've built with my players which they have learned to trust that I'm not out to get them, and riff off of their ideas. We aren't in an adversarial relationship, and they don't feel like they have to see behind the curtain of the great and powerful oz in order to trust that the game is going fairly (nor do I when I'm playing as a player in their game). Hell I even still roll dice behind a DM screen sometimes. I played Riddle of Steel with Jake Norwood the other day and we had a variety of some of the most exciting combat I ever played through in an RPG, and there wasn't a single miniature or map on the table. I know some people like it better the other way with the maps and minis and everything, I have a good buddy who plays like that, but it aint the only way to do it mate. G. [/QUOTE]
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