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General Tabletop Discussion
*Dungeons & Dragons
Awarding Inspiration for Genre Simulation and anti-genre simulation
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<blockquote data-quote="jodyjohnson" data-source="post: 6503494" data-attributes="member: 5590"><p>The DMG section on Inspiration points and awarding them for genre appropriate actions really popped for what I want out of our sessions as a DM.</p><p></p><p>While a few different genres are mentioned such as film noir or horror, only a few examples are given for brevity.</p><p></p><p>What would you list as genre appropriate examples for certain situations and how would these go against the most common way they play out in the "D&D Genre" (use the rules for smart/optimal play).</p><p></p><p>1. Hold spells: in the inspirational source material these are opportunities to threaten death or a similar cruel fate, tormenting opponents, or maybe a quick capture.</p><p>2. Disarming weapons or items: create a need to switch weapons, drop an item, or show obvious martial superiority and demand surrender. (Also see tripping)</p><p>3. Punches, kicks, and headbutts frequently make contact while fighting with weapons rarely land until they end a fight. (Except the Die Hard/Inego Montoya style where a character might be repeatedly injured/shot/stabbed but survive on grit to finish the adventure)</p><p>4. Characters set off but survive the trap because they recognized it at the last second.</p><p>5. Or alternately trap kills NPC</p><p>etc (see TV tropes)</p><p></p><p>The most common 'D&D genre' actions I see are: use rule mechanics/spells/items to kill opponent in most efficient manner while reducing the opponent's ability to kill you. Inspiration might be awarded for times when the party doesn't do that.</p></blockquote><p></p>
[QUOTE="jodyjohnson, post: 6503494, member: 5590"] The DMG section on Inspiration points and awarding them for genre appropriate actions really popped for what I want out of our sessions as a DM. While a few different genres are mentioned such as film noir or horror, only a few examples are given for brevity. What would you list as genre appropriate examples for certain situations and how would these go against the most common way they play out in the "D&D Genre" (use the rules for smart/optimal play). 1. Hold spells: in the inspirational source material these are opportunities to threaten death or a similar cruel fate, tormenting opponents, or maybe a quick capture. 2. Disarming weapons or items: create a need to switch weapons, drop an item, or show obvious martial superiority and demand surrender. (Also see tripping) 3. Punches, kicks, and headbutts frequently make contact while fighting with weapons rarely land until they end a fight. (Except the Die Hard/Inego Montoya style where a character might be repeatedly injured/shot/stabbed but survive on grit to finish the adventure) 4. Characters set off but survive the trap because they recognized it at the last second. 5. Or alternately trap kills NPC etc (see TV tropes) The most common 'D&D genre' actions I see are: use rule mechanics/spells/items to kill opponent in most efficient manner while reducing the opponent's ability to kill you. Inspiration might be awarded for times when the party doesn't do that. [/QUOTE]
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Awarding Inspiration for Genre Simulation and anti-genre simulation
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