I don't know about the rest of you, but I want to hear more about jig-winking. Any takers?
http://www.enworld.org/forum/genera...appointed-d-d-4th-edition-47.html#post4550024
I don't know about the rest of you, but I want to hear more about jig-winking. Any takers?
It would probably make as much sense as anything in this thread at this point!I don't know about the rest of you, but I want to hear more about jig-winking. Any takers?
You said you're going "mainly" by the title. I was asking if there's actual content of the book that supports the idea. The title is just a play on his name. If my last name was Laws and I was writing a book of advice, you'd bet I would use the device as well. I mean, if his name was Robin Axioms the books would undoubtedly be Robin's Axioms of Good Gamemastering.
I guess he'd better get in line, then.Mostly I'm saying I don't have the book in front of me, and also that the title says enough for my purposes. Good gamemastering is, presumably, not bad gamemastering, which means Robin Laws has deprecated someone's GMing style.
Sure: if there is a style that's suited to "let the dice fall where they may," I'd say that sandbox play is perfect for it. I know that this style of game is immensely popular these days, but to be honest it's not for me. I think this comes from playing it to death during the summers in high school and college.I sandbox play. Story is taken care of by the group and is organic in nature rather than scripted. Any defeat short of a TPK, the story continues with the protagonists chastened and struggling to rebuild.
I have no interest in adjudicating differently depending on the character at risk.
I find the best way to take genre into account is to pick a game system that strongly supports the genre and playstyle I expect the game to have. More forgiving game systems generally have a visible "break the bad luck" mechanism available or construct characters capable of withstanding the luck and carrying on.
Surely not abuse. It is a good use, though? Dropping an ancient red wyrm on a party of 2nd level heroes isn't breaking the rules either, still not a great idea in most cases.
Hey, Umbran, I tried to address it as "general advice". Do you remember your response to that?
Obviously I agree with this.I don't think we have enough information to make that call. Based on this thread and numerous others I can easily believe that there are groups out there who prefer storytelling to the more gamist aspects of play. These folks might have different reasons for playing than we do (other than generally to have fun of course)
I don't agree with this. At the end of my last Rolemaster campaign (and for these purposes RM and D&D are similar enough to be interchangeable) one of the players was considering sacrificing his PC in order to trap an elder evil in the void and keep it from threatening the world. In the end, the party came up with a scheme whereby he didn't have to (they used the Soul Totem from Bastion of Broken Souls to create a duplicate of the PC's soul in a simulacrum and then have the simulacrum bind the evil entity). But up until the last moment he was ready to. And dying in that way wouldn't have constituted failure - it would have been a second-best success for the PC, and an undiluted success for the player (ie the story would have been one of heroic self-sacrifice - instead it ended up being one of the mortals tricking the gods through turning their own magical devices against them).Dying is only one possible fate for a D&D character. This fate represents the ultimate state of loss.
In most supers games the PCs are mortal, and death would be meaningful and important. But the action resolution mechanics mostly keep it off the table.I suppose one could play a game in which the PC's were all immortal beings and death was completely a meaningless and unimportant issue.
It could even be the case that the goal isn't known to the players except in very general terms (we want this campaign to turn out interestingly, and to be interesting in the process also!)The conflicts and struggles in this game would involve other issues rather than combat. Perhaps the goals of the players would be to bring about a particular outcome against forces attempting to prevent that outcome. The mechanics
combined with player choices would determine if the desired outcome actually happened, the opposing forces won a complete victory, or something in between.
I agree about viability. I don't agree about D&D. I think D&D - at least 4e - can be a game where death need not be on the table a lot of the time. The GM has almost total control over it (because of the knockout mechanics) and the players have a lot of control over it (because of the way the action resolution system works eg healing powers, action points, dailies etc) and the encounter building guidelines give the GM a lot of guidance in setting up encounters in the first place.This could be a very viable game with no death taking place at all.
Death is just a basic part of D&D.
I don't think it hurts a game if the participants know that the ultimate outcome will be an awesome story. That is, I don't think the chance of boredom or triviality needs to be on the table in order for the game to be fun. I prefer, both as player and GM, to find out what that story is by helping to create it at the table - if the story is already known in advance, what's the point of playing? I know some people are happy simply to play through a story the GM has already written, but I'm not one of them (and I don't have any interest in GMing in that way either).It does not have to be true for every game. All that is needed is a chance to succeed, a chance to fail, and for the ultimate outcome to be unknown to the participants.
Agreed. But sometimes there are other constraints on choice of game (familiarity, cost, other players' preferences etc).I find the best way to take genre into account is to pick a game system that strongly supports the genre and playstyle I expect the game to have.
The difference being here, of course, that at no point does Robin Laws ever, EVER state that there is ((virtually)) zero chance of a DM who doesn't follow his advice being a good DM.
Again, to me, the "Fudge Pool" that Raven Crowking advertises, only needs about one or two chips in it per campaign. That's how often I feel that a DM might need to fudge.
You effectively asserted you know what most people think, when you have no source for such knowledge, and I called you on it.
You can give general advice, so long as you admit that it is coming from you, personally, and isn't something like an industry standard.