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Fighters vs. Spellcasters (a case for fighters.)
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<blockquote data-quote="Manbearcat" data-source="post: 6209106" data-attributes="member: 6696971"><p>What I think would be extremely helpful to focus conversation (it is scattered everywhere right now so we're left addressing no premise whatsoever) would be to establish a specific premise. I'll establish a few of my own later this evening.</p><p></p><p>What I sense is being asserted is thus:</p><p></p><p><u><strong>Premise</strong></u>: <strong>Low-resolution settings where authority over backstory is diffuse amongst all players (GM is a player) will likely (inevitably?) lead to farcical or incoherent play.</strong></p><p></p><p>Is that the assertion? If not, could the assertion be made clear so whatever premise is being asserted could be functionally addressed? There is a lot of nuance that goes into that assertion; up to and including when it becomes diffuse - as the GM specifically solicits a player to establish content/backstory - and what does "fixed" mean - eg "is a newly established gorge the same as a newly established bluffed drake with respect to the permanency of their rigidity?"</p><p></p><p>@<a href="http://www.enworld.org/forum/member.php?42582-pemerton" target="_blank"><strong>pemerton</strong></a>, @<a href="http://www.enworld.org/forum/member.php?16586-Campbell" target="_blank"><strong>Campbell</strong></a>, @<a href="http://www.enworld.org/forum/member.php?386-LostSoul" target="_blank"><strong>LostSoul</strong></a>, @<a href="http://www.enworld.org/forum/member.php?27570-sheadunne" target="_blank"><strong>sheadunne</strong></a> and myself will be doing another iteration of the chamberlain/king conflict (but this time the relevant players will be online). They have built full characters of level 12 (replete with backgrounds, themes and paragon paths) to handle this. What's more, to hopefully handle some of the "lack of fixedness" issues so we can focus more on the dynamics of conflict resolution itself, I will run them through a transition scene as vignette that hindcasts from their arrival in the grand entrance hall of the castle where they will initially be received. The actual play itself will frame them directly into the conflict. The transition scene will establish backstory and assets that will be "fixed" elements of the social conflict to be resolved. This will probably begin on Thursday. We're all over the place geographically so the entirety of the effort will take some time to resolve, I have no doubt.</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 6209106, member: 6696971"] What I think would be extremely helpful to focus conversation (it is scattered everywhere right now so we're left addressing no premise whatsoever) would be to establish a specific premise. I'll establish a few of my own later this evening. What I sense is being asserted is thus: [U][B]Premise[/B][/U]: [B]Low-resolution settings where authority over backstory is diffuse amongst all players (GM is a player) will likely (inevitably?) lead to farcical or incoherent play.[/B] Is that the assertion? If not, could the assertion be made clear so whatever premise is being asserted could be functionally addressed? There is a lot of nuance that goes into that assertion; up to and including when it becomes diffuse - as the GM specifically solicits a player to establish content/backstory - and what does "fixed" mean - eg "is a newly established gorge the same as a newly established bluffed drake with respect to the permanency of their rigidity?" @[URL="http://www.enworld.org/forum/member.php?42582-pemerton"][B]pemerton[/B][/URL], @[URL="http://www.enworld.org/forum/member.php?16586-Campbell"][B]Campbell[/B][/URL], @[URL="http://www.enworld.org/forum/member.php?386-LostSoul"][B]LostSoul[/B][/URL], @[URL="http://www.enworld.org/forum/member.php?27570-sheadunne"][B]sheadunne[/B][/URL] and myself will be doing another iteration of the chamberlain/king conflict (but this time the relevant players will be online). They have built full characters of level 12 (replete with backgrounds, themes and paragon paths) to handle this. What's more, to hopefully handle some of the "lack of fixedness" issues so we can focus more on the dynamics of conflict resolution itself, I will run them through a transition scene as vignette that hindcasts from their arrival in the grand entrance hall of the castle where they will initially be received. The actual play itself will frame them directly into the conflict. The transition scene will establish backstory and assets that will be "fixed" elements of the social conflict to be resolved. This will probably begin on Thursday. We're all over the place geographically so the entirety of the effort will take some time to resolve, I have no doubt. [/QUOTE]
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