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General Tabletop Discussion
*Dungeons & Dragons
Fighters vs. Spellcasters (a case for fighters.)
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<blockquote data-quote="N'raac" data-source="post: 6193489" data-attributes="member: 6681948"><p>I think this depends largely on the game expectations. Louie Lizard works because the Wizard had no way of determining who, if anyone, was in close proximity in the D&D model. </p><p></p><p></p><p></p><p>A big part of the difference is that the player and GM would have agreed beforehand on all stakes at the Lizard Village, with the difficulty or ease of resolution set accordingly. Nothing prevents the GM, with or without player input, deciding that getting intel on the dragon's lair is not a big deal and that it would be best for the game if we move along to the dragon's lair. Therefore, the wizard's plan goes off without a hitch, or the fighter is easily able to catch a lone lizardfolk in the swamp, or whatever excuse we want to move the game to the dragon's lair occurs.</p><p></p><p>The shared imaginary space you reference differs in its nature between game types. In a wargame or storyteller model, the GM knows how many lizardfolk are in the village, and assesses the likelihood that Larry can just wander away unnoticed. In a narrative game, the narrative rules are followed, whether that means Larry gets autocaptured or that the GM adds pressure with another lizardfolk interfering.</p><p></p><p>Genre logic suggests we cut screen to a captured Larry being interrogated, or even to the entrance of the dragon's lair, if the info gathering serves no purpose, or that we play it out, with complications and challenges, if it serves a purpose. This is true whether we are wargaming (why play out something with no challenge?), storytelling (get on with the real story) or indie'ing (not thematically appropriate/important, so move forward to something that is).</p></blockquote><p></p>
[QUOTE="N'raac, post: 6193489, member: 6681948"] I think this depends largely on the game expectations. Louie Lizard works because the Wizard had no way of determining who, if anyone, was in close proximity in the D&D model. A big part of the difference is that the player and GM would have agreed beforehand on all stakes at the Lizard Village, with the difficulty or ease of resolution set accordingly. Nothing prevents the GM, with or without player input, deciding that getting intel on the dragon's lair is not a big deal and that it would be best for the game if we move along to the dragon's lair. Therefore, the wizard's plan goes off without a hitch, or the fighter is easily able to catch a lone lizardfolk in the swamp, or whatever excuse we want to move the game to the dragon's lair occurs. The shared imaginary space you reference differs in its nature between game types. In a wargame or storyteller model, the GM knows how many lizardfolk are in the village, and assesses the likelihood that Larry can just wander away unnoticed. In a narrative game, the narrative rules are followed, whether that means Larry gets autocaptured or that the GM adds pressure with another lizardfolk interfering. Genre logic suggests we cut screen to a captured Larry being interrogated, or even to the entrance of the dragon's lair, if the info gathering serves no purpose, or that we play it out, with complications and challenges, if it serves a purpose. This is true whether we are wargaming (why play out something with no challenge?), storytelling (get on with the real story) or indie'ing (not thematically appropriate/important, so move forward to something that is). [/QUOTE]
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