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Character play vs Player play
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<blockquote data-quote="Hussar" data-source="post: 6423545" data-attributes="member: 22779"><p>Ok, rolling back to the Paladin's Warhorse since I want to beat that horse a little more.</p><p></p><p>Ways in which this Mechanic is a Story Game Element:</p><p></p><p>1. It is initiated entirely by the player. The DM is obligated by the mechanic to provide the opportunity to gain the mount whenever the player does so.</p><p></p><p>2. It's quantum. According to the DMG, the mount will appear no more than 10 miles away from wherever the PC is at the given time. No matter what. So, if I call the mount on Tuesday in Waterdeep, it appears somewhere within ten miles of me. If, instead, I step through a portal to Greyhawk and call the mount of Wednesday, it STILL appears within 10 miles of me. And, note, every single paladin can do that, so the world is filled with these potential mount quests floating around waiting for the character's player to initiate the quest.</p><p></p><p>3. The quest is tied to the character's level. If I call for the mount at 4th level, I get a fighter that "tests my mettle" as an example. If I wait until 8th level, I test my mettle against a fighter that's going to be higher level than the first one, since the challenge is tied to my character level.</p><p></p><p>4. The mount refreshes. Every ten years, like clockwork, I can get a new mount, complete with new quest. The game world moulds itself to my clock, because it's ten years after the first mount dies. How does that work? The gods can only make horses so fast? It takes that long to get a new fighter to test my mettle? What? </p><p></p><p>Is this hard core story gaming? No, of course not. I'm not even remotely claiming that it is. But, it is at the very least a story gaming element, which [MENTION=10479]Mark CMG[/MENTION] has flat out claimed never existed in early versions of RPG's. That it's not in OD&D isn't really that big of a deal. I'm going to say that AD&D is early enough for this discussion.</p></blockquote><p></p>
[QUOTE="Hussar, post: 6423545, member: 22779"] Ok, rolling back to the Paladin's Warhorse since I want to beat that horse a little more. Ways in which this Mechanic is a Story Game Element: 1. It is initiated entirely by the player. The DM is obligated by the mechanic to provide the opportunity to gain the mount whenever the player does so. 2. It's quantum. According to the DMG, the mount will appear no more than 10 miles away from wherever the PC is at the given time. No matter what. So, if I call the mount on Tuesday in Waterdeep, it appears somewhere within ten miles of me. If, instead, I step through a portal to Greyhawk and call the mount of Wednesday, it STILL appears within 10 miles of me. And, note, every single paladin can do that, so the world is filled with these potential mount quests floating around waiting for the character's player to initiate the quest. 3. The quest is tied to the character's level. If I call for the mount at 4th level, I get a fighter that "tests my mettle" as an example. If I wait until 8th level, I test my mettle against a fighter that's going to be higher level than the first one, since the challenge is tied to my character level. 4. The mount refreshes. Every ten years, like clockwork, I can get a new mount, complete with new quest. The game world moulds itself to my clock, because it's ten years after the first mount dies. How does that work? The gods can only make horses so fast? It takes that long to get a new fighter to test my mettle? What? Is this hard core story gaming? No, of course not. I'm not even remotely claiming that it is. But, it is at the very least a story gaming element, which [MENTION=10479]Mark CMG[/MENTION] has flat out claimed never existed in early versions of RPG's. That it's not in OD&D isn't really that big of a deal. I'm going to say that AD&D is early enough for this discussion. [/QUOTE]
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