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Fighters vs. Spellcasters (a case for fighters.)
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<blockquote data-quote="Hussar" data-source="post: 6207095" data-attributes="member: 22779"><p>Oh, I agree here. It's not better or worse. Just a different way of playing. From what I can see, while I've been having my little spat with N'raac about rules interpretation, I've tried to keep saying that there's nothing wrong with his style of play, just that I don't like it. For me, it's better for exactly the issues you raise. From the DM's side, the story is unfolding in a more organic manner. If done well, you shouldn't get coherency issues because it isn't truly random. From the player's side, the only truly neutral arbiter is the dice. Which means that the decisions that the players make always matter. Or, at least they should. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p><p></p><p></p><p></p><p>Not a terribly unfair description. In this style, the DM is far less involved in the macro level of the campaign. Everyone gets to determine what's going on in the game, rather than just one person doling out information based on everyone else's actions. It is group story telling. </p><p></p><p></p><p></p><p>But, remember, you cannot contradict anything that has been established in play. That is the one absolute rule here. Anything that is established at the table cannot ever be contradicted. So, if your king is a diabolist, <u> and that has been established</u> then there is nothing the players could do to change that fact.</p><p></p><p>But, if that has not been established at the table, and that fact only exists in the DM's mind, then it's not true. It might be true, or it might not be. It remains to be established either way. It does require the DM to be a lot more flexible about what's going on in the campaign.</p></blockquote><p></p>
[QUOTE="Hussar, post: 6207095, member: 22779"] Oh, I agree here. It's not better or worse. Just a different way of playing. From what I can see, while I've been having my little spat with N'raac about rules interpretation, I've tried to keep saying that there's nothing wrong with his style of play, just that I don't like it. For me, it's better for exactly the issues you raise. From the DM's side, the story is unfolding in a more organic manner. If done well, you shouldn't get coherency issues because it isn't truly random. From the player's side, the only truly neutral arbiter is the dice. Which means that the decisions that the players make always matter. Or, at least they should. :D Not a terribly unfair description. In this style, the DM is far less involved in the macro level of the campaign. Everyone gets to determine what's going on in the game, rather than just one person doling out information based on everyone else's actions. It is group story telling. But, remember, you cannot contradict anything that has been established in play. That is the one absolute rule here. Anything that is established at the table cannot ever be contradicted. So, if your king is a diabolist, [u] and that has been established[/u] then there is nothing the players could do to change that fact. But, if that has not been established at the table, and that fact only exists in the DM's mind, then it's not true. It might be true, or it might not be. It remains to be established either way. It does require the DM to be a lot more flexible about what's going on in the campaign. [/QUOTE]
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