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Fighters vs. Spellcasters (a case for fighters.)
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<blockquote data-quote="pemerton" data-source="post: 6205759" data-attributes="member: 42582"><p>The chamberlain starts out nervous and pacing, and tries to stop the PCs uncovering his secret. Then, when the PCs drive off the drakes he calls the king. [MENTION=205]TwoSix[/MENTION] interpreted this the same way I did - the crisis having reached its climax, the chamberlain hands the problem to the king.</p><p></p><p>That strikes me as a pretty typical way to run this sort of scene - I've certainly experienced it in my own game - the intervention of the PCs pushes things to a crescendo, which means that matters escalate above the paygrade of the flunkies, and the real movers and shakers get called in. I think this fits with my conception of D&D as gonzo high fantasy. It doesn't have as many resources to do subtle/gritty fantasy (for instance, look at the PCs [MENTION=6696971]Manbearcat[/MENTION] described - they are not subtle agents, but include a living exemplar of the god of heroism and draconic glory).</p><p></p><p>I don't understand why 6 successes in a row makes it not 3 players and a GM. I've run combats in which the players get six hits in a row. I don't see why non-combat should play out any differently. (If the PCs teleport in and kill their enemy in one surprise-round nova, does that mean its "shared storytelling" rather than 3 players and a GM?)</p><p></p><p>Here are the key parts of the post:</p><p></p><p>That all looks like bog-standard action declaration to me, then resolved via skill checks and GM narration of the consequences based on the declared goal. How else would you expect a social encounter to play out and be resolved?</p><p></p><p>The only bit that is shared storytelling that I can see is the player of the ranger getting to nominate the reveal under the cloth. I generally don't run my game that way, and found it interesting to see a scene played out where the players exercised that sort of authority.</p></blockquote><p></p>
[QUOTE="pemerton, post: 6205759, member: 42582"] The chamberlain starts out nervous and pacing, and tries to stop the PCs uncovering his secret. Then, when the PCs drive off the drakes he calls the king. [MENTION=205]TwoSix[/MENTION] interpreted this the same way I did - the crisis having reached its climax, the chamberlain hands the problem to the king. That strikes me as a pretty typical way to run this sort of scene - I've certainly experienced it in my own game - the intervention of the PCs pushes things to a crescendo, which means that matters escalate above the paygrade of the flunkies, and the real movers and shakers get called in. I think this fits with my conception of D&D as gonzo high fantasy. It doesn't have as many resources to do subtle/gritty fantasy (for instance, look at the PCs [MENTION=6696971]Manbearcat[/MENTION] described - they are not subtle agents, but include a living exemplar of the god of heroism and draconic glory). I don't understand why 6 successes in a row makes it not 3 players and a GM. I've run combats in which the players get six hits in a row. I don't see why non-combat should play out any differently. (If the PCs teleport in and kill their enemy in one surprise-round nova, does that mean its "shared storytelling" rather than 3 players and a GM?) Here are the key parts of the post: That all looks like bog-standard action declaration to me, then resolved via skill checks and GM narration of the consequences based on the declared goal. How else would you expect a social encounter to play out and be resolved? The only bit that is shared storytelling that I can see is the player of the ranger getting to nominate the reveal under the cloth. I generally don't run my game that way, and found it interesting to see a scene played out where the players exercised that sort of authority. [/QUOTE]
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