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General Tabletop Discussion
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Can mundane classes have a resource which powers abilities?
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<blockquote data-quote="pemerton" data-source="post: 6290277" data-attributes="member: 42582"><p>Then you've misunderstood. The gameworld, as I said, conforms to the game participants expectations for it. These are established by a combination of genre familiarity, discussion, game rules etc. I think I mentioned an example of a relevant game rule: the fact that an epic 4e PC can be a demi-god. This helps establish common expectations for what is possible, within the fiction, for epic PCs.</p><p></p><p>I also gave another example of how the game text can help establish shared expectations, namely, the description in the 4e PC of the three "tiers of play" that characterise that particular game.</p><p></p><p>I don't see where else genre expectations would come from but flavour text. After all, genre is about flavour. THACO vs attack matrices vs BAB might be a differene of maths, but it's not a difference of genre!</p><p></p><p>I also don't see why you think it is hard to establish common expectations. I've never really had much trouble doing so, by discussion when the campaign starts and then ongoing discussion plus (more importantly) actual play as the game unfolds.</p><p></p><p>I talked about "correlation" in experience, not identity. The character's life is in danger; the player is in danger of losing his/her PC.</p><p></p><p>If I was playing a system in which, when the PC's are feeling anxious and boxed into a corner with no way to extract themselves and not much left in the way of reserves, the players don't feel similarly, then I would look for a different system. I certainly don't want to play a system where the player is expected to imagine what his/her PC is feeling, but there is nothing in the play of the game that would make the player feel similarly: I'm happy with that sort of treatment for the colour of a PC's boots or eyes, but that's only because such things are fundamentally irrelevant to the play of the game. If something matters, though - like the situation of a PC during battle - then the mechanics should be making the ingame situation matter to the player too.</p></blockquote><p></p>
[QUOTE="pemerton, post: 6290277, member: 42582"] Then you've misunderstood. The gameworld, as I said, conforms to the game participants expectations for it. These are established by a combination of genre familiarity, discussion, game rules etc. I think I mentioned an example of a relevant game rule: the fact that an epic 4e PC can be a demi-god. This helps establish common expectations for what is possible, within the fiction, for epic PCs. I also gave another example of how the game text can help establish shared expectations, namely, the description in the 4e PC of the three "tiers of play" that characterise that particular game. I don't see where else genre expectations would come from but flavour text. After all, genre is about flavour. THACO vs attack matrices vs BAB might be a differene of maths, but it's not a difference of genre! I also don't see why you think it is hard to establish common expectations. I've never really had much trouble doing so, by discussion when the campaign starts and then ongoing discussion plus (more importantly) actual play as the game unfolds. I talked about "correlation" in experience, not identity. The character's life is in danger; the player is in danger of losing his/her PC. If I was playing a system in which, when the PC's are feeling anxious and boxed into a corner with no way to extract themselves and not much left in the way of reserves, the players don't feel similarly, then I would look for a different system. I certainly don't want to play a system where the player is expected to imagine what his/her PC is feeling, but there is nothing in the play of the game that would make the player feel similarly: I'm happy with that sort of treatment for the colour of a PC's boots or eyes, but that's only because such things are fundamentally irrelevant to the play of the game. If something matters, though - like the situation of a PC during battle - then the mechanics should be making the ingame situation matter to the player too. [/QUOTE]
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Can mundane classes have a resource which powers abilities?
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