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Critical Role's 'Daggerheart' Open Playtest Starts In March
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<blockquote data-quote="Reynard" data-source="post: 9297780" data-attributes="member: 467"><p>You both seems to be arguing two opposing points simultaneously, but maybe I am misunderstanding you.</p><p></p><p>The player is a "jerk" if they are hogging spotlight time. For that to be true, the other players need to feel like it is their turn because their actions have something to contribute to the narrative. If it makes sense in the fiction for the Hand of God to take down his targets in the first couple actions of the combat, that is what should be happening. If it isn't though, and that player just wants to dominate the tactical part of the game without regard to the fiction, they are being a jerk.</p><p></p><p>Remember that there is a GM here, too, that designed the encounter with the fiction in mind. If the encounter is poorly designed, then the jerk player is in fact the GM.</p><p></p><p>This game is not D&D. That's the point. In D&D the dice rule the story. This is the other way around. "Balance" should be a moderate concern, but not to the degree you are talking about it here. Do not let the tactical part of the game overwhelm the narrative part of the game.</p></blockquote><p></p>
[QUOTE="Reynard, post: 9297780, member: 467"] You both seems to be arguing two opposing points simultaneously, but maybe I am misunderstanding you. The player is a "jerk" if they are hogging spotlight time. For that to be true, the other players need to feel like it is their turn because their actions have something to contribute to the narrative. If it makes sense in the fiction for the Hand of God to take down his targets in the first couple actions of the combat, that is what should be happening. If it isn't though, and that player just wants to dominate the tactical part of the game without regard to the fiction, they are being a jerk. Remember that there is a GM here, too, that designed the encounter with the fiction in mind. If the encounter is poorly designed, then the jerk player is in fact the GM. This game is not D&D. That's the point. In D&D the dice rule the story. This is the other way around. "Balance" should be a moderate concern, but not to the degree you are talking about it here. Do not let the tactical part of the game overwhelm the narrative part of the game. [/QUOTE]
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Critical Role's 'Daggerheart' Open Playtest Starts In March
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