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<blockquote data-quote="loverdrive" data-source="post: 8168852" data-attributes="member: 7027139"><p>In short, you're approaching it from a weird angle. You seem to have an assumption that players want to "beat" the game -- like their goal is to make their characters succeed. Which <em>(I guess)</em> is fine, but isn't applicable to this sort of game.</p><p></p><p></p><p>So, point by point:</p><ol> <li data-xf-list-type="ol"><strong>Who designs the setting on both a macro (kingdoms, cities, etc.) and micro (dungeon layout) scale?</strong> Everyone. One player decides to name a character Roderic of Moonfall. Puff! Now there's something called "Moonfall", be it a noble house, a land, a gang or whatever else. They may decide to elaborate a bit more or just leave this thing hanging to be developed later.</li> <li data-xf-list-type="ol"><strong>Who runs the opposition?</strong> Whoever feels like it, maybe because their "primary" character isn't present in the scene, or incapacitated, or whatever. <strong>Isn't that person immediately in a conflict of interest in regards to running both sides of the combat?</strong> Well, yes, the same way a writer is in a conflict of interest in regards of writing both the protagonist and the antagonist. They can run enemies dumb, but that's both boring and, well, dumb. If Roderic of Moonfall just slices through the Blackwatch mercenaries like hot knife through butter over and over — that's boring and doesn't lead to cool and exciting naughty word. But if Erriana the One-Eyed, an elite enforcer of the Blackwatch shows up, kicks his ass and takes his heirloom magic sword sword — then it's a cool set up for character development (like, "are you nothing more than your magic sword?") and also it leads to much more compelling narrative. Even if it was just an odd adventuring quest for 50gp and a healing potion, now this is personal. Puff! You have a boiling conflict and a powerful opposing force for the characters.</li> <li data-xf-list-type="ol"><strong>Who keeps the secrets?</strong> No one. You maybe know where precisely every trap in the room is, but characters don't. Depending on the nature of the scene, it may be cool to just have the characters to skillfully traverse through a booby-trapped room, or it may be cool to make them run from a giant boulder. Also, it's possible that no one at the table actually knows who is behind the mystery. In Atomic Robo, for example, players take turns narrating what evidence their characters found and then the group reverse engineers the big picture.</li> </ol><p>As for does R20 allows for multiple people to reveal fog of war and whatnot — I don't know, honestly, I don't use fog of war nor r20</p></blockquote><p></p>
[QUOTE="loverdrive, post: 8168852, member: 7027139"] In short, you're approaching it from a weird angle. You seem to have an assumption that players want to "beat" the game -- like their goal is to make their characters succeed. Which [I](I guess)[/I] is fine, but isn't applicable to this sort of game. So, point by point: [LIST=1] [*][B]Who designs the setting on both a macro (kingdoms, cities, etc.) and micro (dungeon layout) scale?[/B] Everyone. One player decides to name a character Roderic of Moonfall. Puff! Now there's something called "Moonfall", be it a noble house, a land, a gang or whatever else. They may decide to elaborate a bit more or just leave this thing hanging to be developed later. [*][B]Who runs the opposition?[/B] Whoever feels like it, maybe because their "primary" character isn't present in the scene, or incapacitated, or whatever. [B]Isn't that person immediately in a conflict of interest in regards to running both sides of the combat?[/B] Well, yes, the same way a writer is in a conflict of interest in regards of writing both the protagonist and the antagonist. They can run enemies dumb, but that's both boring and, well, dumb. If Roderic of Moonfall just slices through the Blackwatch mercenaries like hot knife through butter over and over — that's boring and doesn't lead to cool and exciting naughty word. But if Erriana the One-Eyed, an elite enforcer of the Blackwatch shows up, kicks his ass and takes his heirloom magic sword sword — then it's a cool set up for character development (like, "are you nothing more than your magic sword?") and also it leads to much more compelling narrative. Even if it was just an odd adventuring quest for 50gp and a healing potion, now this is personal. Puff! You have a boiling conflict and a powerful opposing force for the characters. [*][B]Who keeps the secrets?[/B] No one. You maybe know where precisely every trap in the room is, but characters don't. Depending on the nature of the scene, it may be cool to just have the characters to skillfully traverse through a booby-trapped room, or it may be cool to make them run from a giant boulder. Also, it's possible that no one at the table actually knows who is behind the mystery. In Atomic Robo, for example, players take turns narrating what evidence their characters found and then the group reverse engineers the big picture. [/LIST] As for does R20 allows for multiple people to reveal fog of war and whatnot — I don't know, honestly, I don't use fog of war nor r20 [/QUOTE]
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