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Beyond Old and New School - "The Secret That Was Lost"
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<blockquote data-quote="Balesir" data-source="post: 6229357" data-attributes="member: 27160"><p>I'm afraid it does. The thing that might limit a GM is some alternative source of power in the sphere under consideration (a roleplaying game). The reason the GM has no limit must be that no such alternate source of power exists, ergo the players have none. Nothing they (try to) do cannot be overridden by the GM; in oether words, they have no power. They act merely on the sufferance of another, however benign that other may be.</p><p></p><p></p><p>We cannot influence all that we care about, that is of course true, but to the extent that we are able to act we do not do so in the hope that what we do will work based on the approval or otherwise of some third party - or rather, I should say, I don't. I act based on my knowledge of the consequences that my actions might have. Were I to lack entirely such knowledge, I think suicide would be something I would seriously consider (except that my ability to carry even that out might be circumscribed by the will of the mysterious other - the very definition of a living hell, I would think.).</p><p></p><p></p><p>*Shrug*. Some rationing scheme is required, and this one is simple and clear and provides for interesting choices. If some other system offers an alternative rationing system that is as appealing I'll be interested; the materials shown so far for DDN don't, as far as I'm concerned, but I'll look at the final product and see how that stacks up.</p><p></p><p></p><p>Actually I am increasingly finding 4E very easy to tinker with. It divides the rules neatly into sections that are universal underpinnings and those that are "components" (powers, monsters, classes, magic items and so on), to begin with, which makes understanding the scope of any change comprehensible. I now routinely generate new "components" to suit what I want to use (monsters and magic items, at least).</p><p></p><p>It also makes the underlying assumptions and "math" quite clear these days; that makes rules tinkering a much more informed activity.</p><p></p><p>The underlying structures of the rules I find, almost without exception, to be suitable enough to my purposes that I have no need to change them. If I did I would probably feel the need to seek a different system for heroic fantasy games. But I do feel the need to add to them, for various cases (social, realm and exploration spheres, in particular), and I am beginning to feel that I could do so to a standard of quality that I would find satisfying.</p></blockquote><p></p>
[QUOTE="Balesir, post: 6229357, member: 27160"] I'm afraid it does. The thing that might limit a GM is some alternative source of power in the sphere under consideration (a roleplaying game). The reason the GM has no limit must be that no such alternate source of power exists, ergo the players have none. Nothing they (try to) do cannot be overridden by the GM; in oether words, they have no power. They act merely on the sufferance of another, however benign that other may be. We cannot influence all that we care about, that is of course true, but to the extent that we are able to act we do not do so in the hope that what we do will work based on the approval or otherwise of some third party - or rather, I should say, I don't. I act based on my knowledge of the consequences that my actions might have. Were I to lack entirely such knowledge, I think suicide would be something I would seriously consider (except that my ability to carry even that out might be circumscribed by the will of the mysterious other - the very definition of a living hell, I would think.). *Shrug*. Some rationing scheme is required, and this one is simple and clear and provides for interesting choices. If some other system offers an alternative rationing system that is as appealing I'll be interested; the materials shown so far for DDN don't, as far as I'm concerned, but I'll look at the final product and see how that stacks up. Actually I am increasingly finding 4E very easy to tinker with. It divides the rules neatly into sections that are universal underpinnings and those that are "components" (powers, monsters, classes, magic items and so on), to begin with, which makes understanding the scope of any change comprehensible. I now routinely generate new "components" to suit what I want to use (monsters and magic items, at least). It also makes the underlying assumptions and "math" quite clear these days; that makes rules tinkering a much more informed activity. The underlying structures of the rules I find, almost without exception, to be suitable enough to my purposes that I have no need to change them. If I did I would probably feel the need to seek a different system for heroic fantasy games. But I do feel the need to add to them, for various cases (social, realm and exploration spheres, in particular), and I am beginning to feel that I could do so to a standard of quality that I would find satisfying. [/QUOTE]
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Beyond Old and New School - "The Secret That Was Lost"
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