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Convincing 4th Edition players to consider 5th Edition
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<blockquote data-quote="JamesonCourage" data-source="post: 5967830" data-attributes="member: 6668292"><p>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).</p><p></p><p>But, yes, this can definitely help out set up genre-logic in objective terms, just usually not to the same degree at the book.</p><p></p><p>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).</p><p></p><p>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 <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="JamesonCourage, post: 5967830, member: 6668292"] 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). 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). 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 :) [/QUOTE]
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