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Fighters vs. Spellcasters (a case for fighters.)
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<blockquote data-quote="Manbearcat" data-source="post: 6207051" data-attributes="member: 6696971"><p>@<span style="font-size: 10px"><a href="http://www.enworld.org/forum/member.php?48965-Imaro" target="_blank"><strong><span style="color: #ff6600">Imaro</span></strong></a> Yup. That is a big difference between the agenda outlined above and * process-simulation, world-exploration, sandboxing play (that almost universally presupposes 1st person/actor stance immersion; eg no metagaming). I'll go into all of that in a deeper post when I can but it is central. That is how I ran 3.x and it may not seem it, but I'm not adversarial to the playstyle. There are just certain techniques that often come with it that I find can be problematic (and to be honest, not necessary) and unsatisfactory for myself as GM and for players. I still enjoy the playstyle, understand it deeply, and could run a very functional game of it right now. It would probably look a lot closer to Lost Soul's hex-based, serial exploration sandbox though than Wicht's or N'raacs.</span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px">I'll think on your questions and the best way to answer them (either to try to use it with a hypothetical - the chamberlain/king/dragon/tribute - or with examples from my home game). Nonetheless, there will be plenty of fixed elements. My game isn't completely "no myth". There is exploration in Transition Scenes that establish backstory and there are fixed elements that the players can discover. However, there are a lot of un-fixed elements, or at least malleability, so that when a player wants to impose their will upon the fiction (eg the Ranger with the tribute scenario), they can do so and we will sort the rest out in play.</span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px">Will folks who exclusively want * above enjoy this? Absolutely not. They would hate my 4e game. They would hate playing Starblazer Fate or Dungeon World with me. I'm fairly certain that half the people in this thread (we can figure out whom) would want to punch me in the face and the other half would greatly enjoy playing in any of those 3 systems with me. I've almost got a perfectly hacked MHRP D&D at this point and I'm certain they would love to play that with me as well while the other half would, yet again, punch me in the face and walk out.</span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px">Thats ok. Anyway, good post. I'll address your stuff later when I have time and can think on how best to functionally answer (hypothetical or example).</span></p></blockquote><p></p>
[QUOTE="Manbearcat, post: 6207051, member: 6696971"] @[SIZE=2][URL="http://www.enworld.org/forum/member.php?48965-Imaro"][B][COLOR=#ff6600]Imaro[/COLOR][/B][/URL] Yup. That is a big difference between the agenda outlined above and * process-simulation, world-exploration, sandboxing play (that almost universally presupposes 1st person/actor stance immersion; eg no metagaming). I'll go into all of that in a deeper post when I can but it is central. That is how I ran 3.x and it may not seem it, but I'm not adversarial to the playstyle. There are just certain techniques that often come with it that I find can be problematic (and to be honest, not necessary) and unsatisfactory for myself as GM and for players. I still enjoy the playstyle, understand it deeply, and could run a very functional game of it right now. It would probably look a lot closer to Lost Soul's hex-based, serial exploration sandbox though than Wicht's or N'raacs. I'll think on your questions and the best way to answer them (either to try to use it with a hypothetical - the chamberlain/king/dragon/tribute - or with examples from my home game). Nonetheless, there will be plenty of fixed elements. My game isn't completely "no myth". There is exploration in Transition Scenes that establish backstory and there are fixed elements that the players can discover. However, there are a lot of un-fixed elements, or at least malleability, so that when a player wants to impose their will upon the fiction (eg the Ranger with the tribute scenario), they can do so and we will sort the rest out in play. Will folks who exclusively want * above enjoy this? Absolutely not. They would hate my 4e game. They would hate playing Starblazer Fate or Dungeon World with me. I'm fairly certain that half the people in this thread (we can figure out whom) would want to punch me in the face and the other half would greatly enjoy playing in any of those 3 systems with me. I've almost got a perfectly hacked MHRP D&D at this point and I'm certain they would love to play that with me as well while the other half would, yet again, punch me in the face and walk out. Thats ok. Anyway, good post. I'll address your stuff later when I have time and can think on how best to functionally answer (hypothetical or example).[/SIZE] [/QUOTE]
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