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Fighters vs. Spellcasters (a case for fighters.)
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<blockquote data-quote="Manbearcat" data-source="post: 6205615" data-attributes="member: 6696971"><p>Hey Abraxas. Sure, when I get home tonight I'll post the relevant stuff for each character (and I'm fairly sure I can reconstruct the rolls from memory...we played a full session of our normal game after that but I think I can pull them out of there.)</p><p></p><p>To be honest, I was somewhat disappointed with the way it turned out. The most fun I generally have is generating complication/adversity from failures and seeing where the PCs take us after that. And I enjoy the setbacks of a lost Skill Challenge and seeing what happens afterward.</p><p></p><p>I was actually expecting the player of the Ranger was going to generate a trunk with all manner of Tiamat cultist paratphenelia and the PCs just walked in on the preparations for a seance to summon an Aspect for guidance or some such (with the chamberlain is the cult leader). Tribute was the easy guesss.</p><p></p><p>As far as your last question, to be honest, that hasn't really come up with our group. We've played a lot of games with heavy player authority to generate content/create backstory so I suppose we're just synched to that end. The way I would handle it is just to make sure that genre conceits/constraints are calibrated, table-wide, before play begins. @ mentioned a genre credibility test against which fictional positioning is measured. That is pretty much the way its done. The same would reply for thematic archetype or backstory test. For instance, one easy rule of thumb is that the players have thematic insurance. I cannot frame them into a scene/conflict that is problematic for the archetype they've carved out (eg a master thief who is framed directly into a conflict with a merchant lord and his guards after he has gaffed his effort to break into the vault). The same "insurance" applies PC to PC. In the "credibility test" framework, you can sub PC thematic archetype and backstory as well.</p><p></p><p>If for whatever reason, a player introduced content that is truly incoherent with respected to established continuity/backstory, we'll sort it out as a table and resolve toward coherency. If this were a table with people I didn't know and a player willfully, belligerently (and repeatedly) violated coherency, I'd have sort them out and offer them the door. If its just a case of lack of proficiency, I'd (we, as a table rather) work with them until they became good at it (just like anything else). However, with clever players and GMing, its amazing what you can do to mesh new, seemingly incoherent, content with established backstory/continuity and make it work.</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 6205615, member: 6696971"] Hey Abraxas. Sure, when I get home tonight I'll post the relevant stuff for each character (and I'm fairly sure I can reconstruct the rolls from memory...we played a full session of our normal game after that but I think I can pull them out of there.) To be honest, I was somewhat disappointed with the way it turned out. The most fun I generally have is generating complication/adversity from failures and seeing where the PCs take us after that. And I enjoy the setbacks of a lost Skill Challenge and seeing what happens afterward. I was actually expecting the player of the Ranger was going to generate a trunk with all manner of Tiamat cultist paratphenelia and the PCs just walked in on the preparations for a seance to summon an Aspect for guidance or some such (with the chamberlain is the cult leader). Tribute was the easy guesss. As far as your last question, to be honest, that hasn't really come up with our group. We've played a lot of games with heavy player authority to generate content/create backstory so I suppose we're just synched to that end. The way I would handle it is just to make sure that genre conceits/constraints are calibrated, table-wide, before play begins. @ mentioned a genre credibility test against which fictional positioning is measured. That is pretty much the way its done. The same would reply for thematic archetype or backstory test. For instance, one easy rule of thumb is that the players have thematic insurance. I cannot frame them into a scene/conflict that is problematic for the archetype they've carved out (eg a master thief who is framed directly into a conflict with a merchant lord and his guards after he has gaffed his effort to break into the vault). The same "insurance" applies PC to PC. In the "credibility test" framework, you can sub PC thematic archetype and backstory as well. If for whatever reason, a player introduced content that is truly incoherent with respected to established continuity/backstory, we'll sort it out as a table and resolve toward coherency. If this were a table with people I didn't know and a player willfully, belligerently (and repeatedly) violated coherency, I'd have sort them out and offer them the door. If its just a case of lack of proficiency, I'd (we, as a table rather) work with them until they became good at it (just like anything else). However, with clever players and GMing, its amazing what you can do to mesh new, seemingly incoherent, content with established backstory/continuity and make it work. [/QUOTE]
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