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Fighters are amazing!
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<blockquote data-quote="I'm A Banana" data-source="post: 6490911" data-attributes="member: 2067"><p>Indie RPG's got there like a <em>decade</em> ago, man, where have you been? <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> Suffice it to say that a night of dungeon-crawling adventure is not incompatible with this. </p><p></p><p></p><p></p><p>Well, that last player clearly isn't really paying attention to their fellow-players and the context that they offer in (that player isn't listening to the others), but there are ways to bring that back around without negating the contribution. Like maybe now the world has a fantasy equivalent of Vaudeville and the Blue Dragon is a little bit insane from a previous psionic attack. If that's what people think is going to be fun, run with it! </p><p></p><p>There are more structured ways to do this that D&D has occasionally toyed with, though (and improv is deceptively structured). Like how AD&D druids need to fight each other to gain levels -- that is a player, in choosing to be a druid, also choosing to have that fight in the game at some point. You could imagine, say, having a hard cap on the levels of Illusionist you can gain without slaying a blue dragon and learning their secrets. Or whatever. </p><p></p><p>Which is really just to say that players putting plot threads in the DM's hands is not something new to the game. </p><p></p><p></p><p></p><p>One flaw in that advice is "within reason" is subject to wildly differing individual interpretations. One DM's "within reason" means fighters are limited to "I attack." Another's has everyone stunting off of everything. </p><p></p><p>"Say yes unless you can't" is a little more forceful, and helps turn the default, as was mentioned upthread, to "it's permitted unless it's explicitly forbidden."</p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 6490911, member: 2067"] Indie RPG's got there like a [I]decade[/I] ago, man, where have you been? ;) Suffice it to say that a night of dungeon-crawling adventure is not incompatible with this. Well, that last player clearly isn't really paying attention to their fellow-players and the context that they offer in (that player isn't listening to the others), but there are ways to bring that back around without negating the contribution. Like maybe now the world has a fantasy equivalent of Vaudeville and the Blue Dragon is a little bit insane from a previous psionic attack. If that's what people think is going to be fun, run with it! There are more structured ways to do this that D&D has occasionally toyed with, though (and improv is deceptively structured). Like how AD&D druids need to fight each other to gain levels -- that is a player, in choosing to be a druid, also choosing to have that fight in the game at some point. You could imagine, say, having a hard cap on the levels of Illusionist you can gain without slaying a blue dragon and learning their secrets. Or whatever. Which is really just to say that players putting plot threads in the DM's hands is not something new to the game. One flaw in that advice is "within reason" is subject to wildly differing individual interpretations. One DM's "within reason" means fighters are limited to "I attack." Another's has everyone stunting off of everything. "Say yes unless you can't" is a little more forceful, and helps turn the default, as was mentioned upthread, to "it's permitted unless it's explicitly forbidden." [/QUOTE]
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