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<blockquote data-quote="doctorbadwolf" data-source="post: 8273035" data-attributes="member: 6704184"><p>And that is a preference thing, and also not necessarily true. In my 4e games, you couldn't laugh at orcs, because there was no such thing as a low level orc, there are just orcs. </p><p></p><p>I'd much rather have town's guards be able to hit giants without critting, and have the giant not care unless they get really thoroughly peppered with arrows, and thus have the town being able to drive off the giant and then hire the PCs because they know the giant will be back and boulders will be thrown from the relative safety of a hill and they'll be screwed. </p><p></p><p>Like...in both games, the commoners need the PCs because the PCs can actually <em>fight</em> the giant and hope to win. In 4e, the commoners can't even really drive the giant off except via narrative handwaving, and in 5e you <em>can have the PCs be level 1 characters who help the town drive off the giant</em>, even though they have no hope of beating the giant, yet. And it will come across in play that the PCs have become so much stronger and more capable that the giant they once drove off with the help of the town is now a creature they can just run up to and punch to death.</p><p></p><p>I struggle to comprehend what on earth your idea of improv is, if experiencing rather than telling the story, inhabiting the character to emotionally engage with their situation, or being fans of the PCs and curious about how things will turn up, are...somehow...not improvisation.</p><p></p><p>What I feel like you aren't getting, in turn, is that not everyone experiences the intended play experiences as a result of those mechanics. Some of us <strong>cannot </strong>experience our character's emotional state if a <em>game mechanic</em> determines it for us, rather than our own impulsive experience of the moment. We can only react to that process and portray the prescribed emotional state. Which means, for some of us, Monsterhearts is very cool but ultimately shallow, and will take vastly more effort for us to experience the same heartache, joy, anger, hatred, despair, etc that we routinely experience when the inhabiting of the character is left non-prescribed.</p><p></p><p>What is important here is, what you describe in the first paragraph is something that happens in dnd, if the group wants it to.</p><p></p><p>I also particularly have a hard time taking seriously the way you word things leading to the implication, whether intentional or not, that DnD doesn't involve playing your character with integrity, or that this isn't a vital priority for huge swathes of the dnd playerbase.</p></blockquote><p></p>
[QUOTE="doctorbadwolf, post: 8273035, member: 6704184"] And that is a preference thing, and also not necessarily true. In my 4e games, you couldn't laugh at orcs, because there was no such thing as a low level orc, there are just orcs. I'd much rather have town's guards be able to hit giants without critting, and have the giant not care unless they get really thoroughly peppered with arrows, and thus have the town being able to drive off the giant and then hire the PCs because they know the giant will be back and boulders will be thrown from the relative safety of a hill and they'll be screwed. Like...in both games, the commoners need the PCs because the PCs can actually [I]fight[/I] the giant and hope to win. In 4e, the commoners can't even really drive the giant off except via narrative handwaving, and in 5e you [I]can have the PCs be level 1 characters who help the town drive off the giant[/I], even though they have no hope of beating the giant, yet. And it will come across in play that the PCs have become so much stronger and more capable that the giant they once drove off with the help of the town is now a creature they can just run up to and punch to death. I struggle to comprehend what on earth your idea of improv is, if experiencing rather than telling the story, inhabiting the character to emotionally engage with their situation, or being fans of the PCs and curious about how things will turn up, are...somehow...not improvisation. What I feel like you aren't getting, in turn, is that not everyone experiences the intended play experiences as a result of those mechanics. Some of us [B]cannot [/B]experience our character's emotional state if a [I]game mechanic[/I] determines it for us, rather than our own impulsive experience of the moment. We can only react to that process and portray the prescribed emotional state. Which means, for some of us, Monsterhearts is very cool but ultimately shallow, and will take vastly more effort for us to experience the same heartache, joy, anger, hatred, despair, etc that we routinely experience when the inhabiting of the character is left non-prescribed. What is important here is, what you describe in the first paragraph is something that happens in dnd, if the group wants it to. I also particularly have a hard time taking seriously the way you word things leading to the implication, whether intentional or not, that DnD doesn't involve playing your character with integrity, or that this isn't a vital priority for huge swathes of the dnd playerbase. [/QUOTE]
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