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<blockquote data-quote="Ratskinner" data-source="post: 6009533" data-attributes="member: 6688937"><p>For me, 4e made up for the Cosmology stuff by making monster creation/design so easy that I could re-work whatever I wanted in minutes, rather than hours. For other DMs...well, I guess not. ::shrug::</p><p></p><p></p><p></p><p>I think I misspoke a bit so let me (I think) clear something up. (Sorry about the time you must have spent writing all that.)</p><p></p><p>In my head, I make a distinction between Narrativist <em>play</em> and Narrativist <em>rules/systems</em>. So, for instance, for play to be N, it doesn't necessarily need a strong N resolution system, for rules to be N, they do. (If that makes sense.) Admittedly, I deviate from the standard model in my feeling about N vs. G or S, which I'm sure doesn't help matters.</p><p></p><p>An N game (or mechanics within a game) doesn't have to be rules-light, but it also doesn't have any particular need to be rules-heavy. </p><p></p><p> </p><p></p><p>For N play, yes. For me to call it an N game, no. My current group has plenty of N play around Dwarf Racial Superiority/Insecurity, but the game we're playing isn't N. </p><p></p><p></p><p> </p><p>"gorge" isn't ringing any bells, so I'd guess not.</p><p></p><p>I think we just disagree here. Other than codifying the number of successes/failures the DM may require, I don't see anything particularly magical about Skill Challenges vs. cumulative in-game causation. Maybe that's because DMs like myself were running things in a much more "off the book" conflict-resolution style prior to 4e, or maybe not. <img src="http://www.enworld.org/forum/images/smilies/erm.png" class="smilie" loading="lazy" alt=":erm:" title="Erm :erm:" data-shortname=":erm:" /> I've been told I was running Conflict-resolution Fudge prior to even knowing what "Conflict Resolution" was. ::shrug:: I'm also fairly critical/skeptical of mechanics in general, when it comes to this kind of thing.</p></blockquote><p></p>
[QUOTE="Ratskinner, post: 6009533, member: 6688937"] For me, 4e made up for the Cosmology stuff by making monster creation/design so easy that I could re-work whatever I wanted in minutes, rather than hours. For other DMs...well, I guess not. ::shrug:: I think I misspoke a bit so let me (I think) clear something up. (Sorry about the time you must have spent writing all that.) In my head, I make a distinction between Narrativist [I]play[/I] and Narrativist [I]rules/systems[/I]. So, for instance, for play to be N, it doesn't necessarily need a strong N resolution system, for rules to be N, they do. (If that makes sense.) Admittedly, I deviate from the standard model in my feeling about N vs. G or S, which I'm sure doesn't help matters. An N game (or mechanics within a game) doesn't have to be rules-light, but it also doesn't have any particular need to be rules-heavy. For N play, yes. For me to call it an N game, no. My current group has plenty of N play around Dwarf Racial Superiority/Insecurity, but the game we're playing isn't N. "gorge" isn't ringing any bells, so I'd guess not. I think we just disagree here. Other than codifying the number of successes/failures the DM may require, I don't see anything particularly magical about Skill Challenges vs. cumulative in-game causation. Maybe that's because DMs like myself were running things in a much more "off the book" conflict-resolution style prior to 4e, or maybe not. :erm: I've been told I was running Conflict-resolution Fudge prior to even knowing what "Conflict Resolution" was. ::shrug:: I'm also fairly critical/skeptical of mechanics in general, when it comes to this kind of thing. [/QUOTE]
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