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Defining "New School" Play (+)
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<blockquote data-quote="Chaosmancer" data-source="post: 9387455" data-attributes="member: 6801228"><p>You asked how an archer could collect arrows if they were in cover, and firing 100 ft away. I answered. </p><p></p><p>Now you are accusing me of having all simple, easy, short combats where we always win and never retreat and the game pauses. </p><p></p><p>... </p><p></p><p>But you didn't ask what would happen if the party retreats. You asked what would happen if the enemy was 100 ft away. And running away? Running away has nothing to do with being more complex or more detailed. Heck, it barely has anything to do with the fights being harder, because you supposedly still win fights. But sure, go off about how you are running away half the time and that proves that counting ammo matters. Even though you didn't bring up running away until your third or fourth example to prove that collecting arrows is unreasonable.</p><p></p><p></p><p></p><p></p><p>Money can be a factor. I've used washers and d6's in a lot of fights. But you need a map to accurately show the position too. Unless you are just sketching a quick picture of positions? Which I've done a lot in New School too.</p><p></p><p></p><p></p><p>You like more complex in your game play huh? Then why not use Theater of the Mind? It is far more complex to keep track of thirty or so individual positions in your head than to off-load that mental overhead into a map. I should know. There have been a lot of times we've been doing theater of the mind, then pulled out a piece of paper or gone to a nearby whiteboard to start sketching things out so everyone can keep track of it all. </p><p></p><p>So, for Hard Fun and extra complexity, shouldn't you prefer the more complex and more difficult Theater of the Mind approach?</p><p></p><p></p><p></p><p>Also all better trap design that works better, encourages better player behaviors, and creates more engaging story-telling.</p><p></p><p></p><p></p><p>Because in a true episodic series, where everything resets to base at the end of every episode, you can't have characters grow and change. Homer Simpson never gets a permanent promotion, just a temp one for the episode. But DnD characters level and change, they are not the same in session 30 as they were in session 3. So you cannot have a true episodic reset. You have an ongoing narrative of change, just not one with an overarching plot.</p><p></p><p></p><p></p><p>Everything? I doubt it. Most things? Probably.</p></blockquote><p></p>
[QUOTE="Chaosmancer, post: 9387455, member: 6801228"] You asked how an archer could collect arrows if they were in cover, and firing 100 ft away. I answered. Now you are accusing me of having all simple, easy, short combats where we always win and never retreat and the game pauses. ... But you didn't ask what would happen if the party retreats. You asked what would happen if the enemy was 100 ft away. And running away? Running away has nothing to do with being more complex or more detailed. Heck, it barely has anything to do with the fights being harder, because you supposedly still win fights. But sure, go off about how you are running away half the time and that proves that counting ammo matters. Even though you didn't bring up running away until your third or fourth example to prove that collecting arrows is unreasonable. Money can be a factor. I've used washers and d6's in a lot of fights. But you need a map to accurately show the position too. Unless you are just sketching a quick picture of positions? Which I've done a lot in New School too. You like more complex in your game play huh? Then why not use Theater of the Mind? It is far more complex to keep track of thirty or so individual positions in your head than to off-load that mental overhead into a map. I should know. There have been a lot of times we've been doing theater of the mind, then pulled out a piece of paper or gone to a nearby whiteboard to start sketching things out so everyone can keep track of it all. So, for Hard Fun and extra complexity, shouldn't you prefer the more complex and more difficult Theater of the Mind approach? Also all better trap design that works better, encourages better player behaviors, and creates more engaging story-telling. Because in a true episodic series, where everything resets to base at the end of every episode, you can't have characters grow and change. Homer Simpson never gets a permanent promotion, just a temp one for the episode. But DnD characters level and change, they are not the same in session 30 as they were in session 3. So you cannot have a true episodic reset. You have an ongoing narrative of change, just not one with an overarching plot. Everything? I doubt it. Most things? Probably. [/QUOTE]
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