JamesonCourage
Adventurer
He probably won't go as in-depth as the book will, but I think he can give very solid guidelines that players can follow, yes. I'm not sure how many people would go through and label the DCs like this; I probably would, but many may not want to do that work (even though it'll apply to an entire campaign, or more than one if you visit "wuxia" again).Regarding the downsides:
Genre-logic could be used to construct the objective DC, couldn't it? That way the two should be in conflict only rarely. For example, in a wuxia genre game, balancing on the top if bamboo poles is something relatively easy so the Balance DC should be 15 -- within reach of a 1st level character and impossible to fail for a 10th level character who cares about balance. The GM can present the objective DCs for his campaign up front. This helps the players understand the style of campaign and helps them chart a trajectory for the character.
But, yes, this can definitely help out set up genre-logic in objective terms, just usually not to the same degree at the book.
I think so, as well. I'm not much one for "forcing" story in my games, but I think it's a valid style of play. If you want more player empowerment, though, working with the power that the players have (through their PCs) probably works better without forcing a certain story for them to follow (not that Tony does this).A GM having a "story" inherently limits player empowerment isn't it? It implies player agency must be constrained to items that fit within that framework that reflects the story being told. So while a valid style for DMing, not the best choice for maximising player empowerment.
But, having a "story" or "plot" in the game is common enough that I didn't want to say something bad about it. My brother runs games like this, and they're highly enjoyable games. But, you don't get quite as much control over shaping the story as something a little less heavy-handed. As always, play what you like
