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Dungeon Master's Guide Bastion System Lets You Build A Stronghold
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<blockquote data-quote="pemerton" data-source="post: 9479579" data-attributes="member: 42582"><p>OK. So you don't like players playing PCs who both (i) engage in wanton murder, and (ii) purport to lead an order of righteous followers. So what is stopping you putting your foot down?</p><p></p><p>But why would a player declare actions like those you suggested: </p><p> </p><p></p><p>I mean, how is it an <em>exploit</em> to declare these actions?</p><p></p><p>Not by me. You can do the search as well as I can: <a href="https://www.enworld.org/search/3486795/?q=author&c[users]=pemerton&o=date" target="_blank">Search results for query: author</a> And you can read posts like this one: <a href="https://www.enworld.org/threads/why-do-rpgs-have-rules.697430/page-32#post-9020131" target="_blank">Why do RPGs have rules?</a></p><p></p><p><em>To author</em>, in this context, means <em>to create a fiction</em>. As <a href="http://www.lumpley.com/hardcore.html" target="_blank">Vincent Baker explained over 20 years ago</a>, the essence of RPGing is the creation of a shared fiction via distributed responsibilities and permissions around the creation of elements of that fiction.</p><p></p><p>I am drawing inferences about how you approach RPGing from what you post. You are free to correct my impression if it is wrong. But as far as I can tell it is correct. For instance,</p><p></p><p>This seems to reiterate that you prefer an approach in which the GM provides "plot hooks" and the players have their PCs take on "quests".</p><p></p><p>Why are we playing a Krynn campaign? What would the player's view be of that setting? How would they want to integrate their PC into the campaign? Do they see their explosive-obsessed Dwarf as something like a Tinker Gnome - in which case presumably the forgotten temples are to Reorx and the Greygem?</p><p></p><p>I've never had any trouble working with players to establish the backstory, setting, etc elements that will establish a coherent fiction that we can all enjoy.</p><p></p><p>I've got no view on the quality of Matt Mercer's GMing. What you describe seems pretty different from how I like to approach RPGing; it seems to rest heavily on an assumption that the GM has unilateral authority to write the fiction regardless of player contributions.</p><p></p><p>My understanding is that the function of the bastion rules is <em>not</em> to add something to the setting so that it can be part of the ongoing action. My understanding is that their function is to give the player a little self-controlled "sandbox" of their own.</p></blockquote><p></p>
[QUOTE="pemerton, post: 9479579, member: 42582"] OK. So you don't like players playing PCs who both (i) engage in wanton murder, and (ii) purport to lead an order of righteous followers. So what is stopping you putting your foot down? But why would a player declare actions like those you suggested: I mean, how is it an [I]exploit[/I] to declare these actions? Not by me. You can do the search as well as I can: [URL="https://www.enworld.org/search/3486795/?q=author&c[users]=pemerton&o=date"]Search results for query: author[/URL] And you can read posts like this one: [URL="https://www.enworld.org/threads/why-do-rpgs-have-rules.697430/page-32#post-9020131"]Why do RPGs have rules?[/URL] [I]To author[/I], in this context, means [I]to create a fiction[/I]. As [url=http://www.lumpley.com/hardcore.html]Vincent Baker explained over 20 years ago[/url], the essence of RPGing is the creation of a shared fiction via distributed responsibilities and permissions around the creation of elements of that fiction. I am drawing inferences about how you approach RPGing from what you post. You are free to correct my impression if it is wrong. But as far as I can tell it is correct. For instance, This seems to reiterate that you prefer an approach in which the GM provides "plot hooks" and the players have their PCs take on "quests". Why are we playing a Krynn campaign? What would the player's view be of that setting? How would they want to integrate their PC into the campaign? Do they see their explosive-obsessed Dwarf as something like a Tinker Gnome - in which case presumably the forgotten temples are to Reorx and the Greygem? I've never had any trouble working with players to establish the backstory, setting, etc elements that will establish a coherent fiction that we can all enjoy. I've got no view on the quality of Matt Mercer's GMing. What you describe seems pretty different from how I like to approach RPGing; it seems to rest heavily on an assumption that the GM has unilateral authority to write the fiction regardless of player contributions. My understanding is that the function of the bastion rules is [I]not[/I] to add something to the setting so that it can be part of the ongoing action. My understanding is that their function is to give the player a little self-controlled "sandbox" of their own. [/QUOTE]
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