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<blockquote data-quote="Lanefan" data-source="post: 6440274" data-attributes="member: 29398"><p>A bit later than I expected, but here's my go at this:</p><p>Not sure what I'd call this other than something that doesn't happen here; I'd instead expect to be asked questions like "is there a tapestry or similar to swing from?" and so forth. And even if this type of option did exist at my table I'd be quickly asking for a more detailed description of what "do Swashbuckley stuff" actually entails. A game system with per-scene player-invoked character options like this would tend more towards co-operative story-gaming in my view, where everyone including the DM) has to go with whatever someone is adding in.</p><p></p><p>This is a bit closer to what I'm used to - I suppose it'd be called traditional RPGing by some. The variable not mentioned is how many of these exchangeable tokens are floating around in the game; if they're not often seen in play then fine, but if they're common as dirt and used multiple times per scene then we're into the same as a) above, only with more structure and some dice rolling. And see '***' below.</p><p></p><p>This to me reads like a rewording of a) only with a die roll attached.</p><p></p><p>Hmmm. Not sure where I'd put this one, though the first 4 words "Player tells the GM..." raise a red flag. Were it "Player asks the GM..." or even "Player suggests to the GM..." we'd be on vaguely traditional soil here; but "Player tells..." says different. The dice rolling saves it.</p><p></p><p>Traditional, and just fine as it's not an attempt to game the game, as it were. Probably of all these it's my preferred option.</p><p></p><p>Similar to a) in that it allows the player to change the parameters of the scene, only this time specifically to his/her advantage. If this happens all the time we're into co-operative story country. And see '***' below.</p><p></p><p>What's not mentioned is why the DM doesn't want the element present, and whether this is standard DM procedure at this table or just happening this time. If the DM has a good reason for not wanting the element I'm cool with it; even if said 'good reason' is simply that introducing the element would make things too easy and-or less interesting.</p><p></p><p>*** - several of the above options have me wondering: do the enemies ever get such advantages or is it always just the players/characters who get these benefits? Fairness to me would dictate that the enemies should have their own avenues to change the scene in their favour (where it makes sense, of course; I'm not advocating asshat DMing here) similar to what the characters have. An example: where the guy says he knows the monkey etc., can the DM on the moneky's turn decide (or even roll for if) the monkey has some real bad memories of this guy and just wants to bite his fingers off?</p><p></p><p>Lan-"it's hard to swash much buckle in my usual heavy plate mail and shield"-efan</p></blockquote><p></p>
[QUOTE="Lanefan, post: 6440274, member: 29398"] A bit later than I expected, but here's my go at this: Not sure what I'd call this other than something that doesn't happen here; I'd instead expect to be asked questions like "is there a tapestry or similar to swing from?" and so forth. And even if this type of option did exist at my table I'd be quickly asking for a more detailed description of what "do Swashbuckley stuff" actually entails. A game system with per-scene player-invoked character options like this would tend more towards co-operative story-gaming in my view, where everyone including the DM) has to go with whatever someone is adding in. This is a bit closer to what I'm used to - I suppose it'd be called traditional RPGing by some. The variable not mentioned is how many of these exchangeable tokens are floating around in the game; if they're not often seen in play then fine, but if they're common as dirt and used multiple times per scene then we're into the same as a) above, only with more structure and some dice rolling. And see '***' below. This to me reads like a rewording of a) only with a die roll attached. Hmmm. Not sure where I'd put this one, though the first 4 words "Player tells the GM..." raise a red flag. Were it "Player asks the GM..." or even "Player suggests to the GM..." we'd be on vaguely traditional soil here; but "Player tells..." says different. The dice rolling saves it. Traditional, and just fine as it's not an attempt to game the game, as it were. Probably of all these it's my preferred option. Similar to a) in that it allows the player to change the parameters of the scene, only this time specifically to his/her advantage. If this happens all the time we're into co-operative story country. And see '***' below. What's not mentioned is why the DM doesn't want the element present, and whether this is standard DM procedure at this table or just happening this time. If the DM has a good reason for not wanting the element I'm cool with it; even if said 'good reason' is simply that introducing the element would make things too easy and-or less interesting. *** - several of the above options have me wondering: do the enemies ever get such advantages or is it always just the players/characters who get these benefits? Fairness to me would dictate that the enemies should have their own avenues to change the scene in their favour (where it makes sense, of course; I'm not advocating asshat DMing here) similar to what the characters have. An example: where the guy says he knows the monkey etc., can the DM on the moneky's turn decide (or even roll for if) the monkey has some real bad memories of this guy and just wants to bite his fingers off? Lan-"it's hard to swash much buckle in my usual heavy plate mail and shield"-efan [/QUOTE]
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