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DM Says No Powergaming?
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<blockquote data-quote="EzekielRaiden" data-source="post: 8870387" data-attributes="member: 6790260"><p>Well the goal (whether or not it was achieved) was to make the rules BE the story.</p><p></p><p>That is, Investiture (the thing referred to above) is both a rule <em>and</em> the story that rule entails. This is, incidentally, also the narrative reason why the Avenger existed. Avengers are the "internal police" of their churches: it's their job to hunt down and deal with heretics (as in <em>actual</em> heretics, people who <em>were</em> faithful but betrayed that faith) and other dangerously divergent members of the clergy. Or consider my often cited example, Lay On Hands: you spend a healing surge, and the target gains HP as if <em>they</em> had spent one. Or, in story terms, "I give of myself, to replenish you. For a little while." The mechanics literally ARE the story: you literally actually do give some of your own energy to restore another.</p><p></p><p>As I said, one may find fault with the execution here, that's a matter of debate and probably of taste as well. But it is not this idea you're presenting, of <em>rules</em> über alles, <em>fiction a distant afterthought.</em> It is instead an effort to make the rules BE the fiction, and then encouraging players to adapt that fiction whenever the default fails to be what they need it to be. In the end, I vastly prefer rules that I know work, and which encourage me to tell the story around them, rather than being handed a story from on high and fold "I don't have the slightest clue how it works, figure it out for yourself, you're the DM aren't you?"</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 8870387, member: 6790260"] Well the goal (whether or not it was achieved) was to make the rules BE the story. That is, Investiture (the thing referred to above) is both a rule [I]and[/I] the story that rule entails. This is, incidentally, also the narrative reason why the Avenger existed. Avengers are the "internal police" of their churches: it's their job to hunt down and deal with heretics (as in [I]actual[/I] heretics, people who [I]were[/I] faithful but betrayed that faith) and other dangerously divergent members of the clergy. Or consider my often cited example, Lay On Hands: you spend a healing surge, and the target gains HP as if [I]they[/I] had spent one. Or, in story terms, "I give of myself, to replenish you. For a little while." The mechanics literally ARE the story: you literally actually do give some of your own energy to restore another. As I said, one may find fault with the execution here, that's a matter of debate and probably of taste as well. But it is not this idea you're presenting, of [I]rules[/I] über alles, [I]fiction a distant afterthought.[/I] It is instead an effort to make the rules BE the fiction, and then encouraging players to adapt that fiction whenever the default fails to be what they need it to be. In the end, I vastly prefer rules that I know work, and which encourage me to tell the story around them, rather than being handed a story from on high and fold "I don't have the slightest clue how it works, figure it out for yourself, you're the DM aren't you?" [/QUOTE]
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