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Character play vs Player play
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<blockquote data-quote="Mark CMG" data-source="post: 6440641" data-attributes="member: 10479"><p>Yup, you and pemberton hit on a grey area there in regard to when storytelling elements became ingrained in an edition of D&D ("tailored encounters" in 3.XE as opposed to what 3.XE termed "status quo encounters"). I believe that this is potentially a storytelling element but some would argue that since it is the GM who decides just how tailored it is, it still falls under RPGing elements.</p><p></p><p>After all, the GM buys whatever monster books (or adventure) he is going to use, turns the page to the monster, reads or misreads the monster stats, maybe fudges the HP if the last monster was nearly killed but not quite by one HP and dragging on the combat would mean little else could happen that game session.</p><p></p><p>That's always been the GM's purview so, some would say, why would a full acknowledgement of tailored versus status quo encounters not be considered a simple codification of the GM's purview that has always existed? Some would say that the rules don't force a GM to use tailored rather than status quo encounters, though certainly there is a ton more information (as one would expect) on how to tailor encounters (including an entire CR system!). Also, some opposed to calling out tailored encounters as a storytelling element would point out the lack of player authorial control over the GMs decision. Although, it seems fair to point out that the player has indirect control because he is striving have a more experienced PC which in turn affects the tailoring of the encounters the PC will face.</p><p></p><p>So, while I understand these arguments I am less likely to put my full force behind them. The fact that it is flat out codified in the rules to the point that it is seemingly the default to have tailored encounters in 3.XE sways me to the side that 3.XE had a fair amount of storytelling game influence and rules.</p></blockquote><p></p>
[QUOTE="Mark CMG, post: 6440641, member: 10479"] Yup, you and pemberton hit on a grey area there in regard to when storytelling elements became ingrained in an edition of D&D ("tailored encounters" in 3.XE as opposed to what 3.XE termed "status quo encounters"). I believe that this is potentially a storytelling element but some would argue that since it is the GM who decides just how tailored it is, it still falls under RPGing elements. After all, the GM buys whatever monster books (or adventure) he is going to use, turns the page to the monster, reads or misreads the monster stats, maybe fudges the HP if the last monster was nearly killed but not quite by one HP and dragging on the combat would mean little else could happen that game session. That's always been the GM's purview so, some would say, why would a full acknowledgement of tailored versus status quo encounters not be considered a simple codification of the GM's purview that has always existed? Some would say that the rules don't force a GM to use tailored rather than status quo encounters, though certainly there is a ton more information (as one would expect) on how to tailor encounters (including an entire CR system!). Also, some opposed to calling out tailored encounters as a storytelling element would point out the lack of player authorial control over the GMs decision. Although, it seems fair to point out that the player has indirect control because he is striving have a more experienced PC which in turn affects the tailoring of the encounters the PC will face. So, while I understand these arguments I am less likely to put my full force behind them. The fact that it is flat out codified in the rules to the point that it is seemingly the default to have tailored encounters in 3.XE sways me to the side that 3.XE had a fair amount of storytelling game influence and rules. [/QUOTE]
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