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General Tabletop Discussion
*Dungeons & Dragons
Fighters vs. Spellcasters (a case for fighters.)
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<blockquote data-quote="Ahnehnois" data-source="post: 6224542" data-attributes="member: 17106"><p>Not quite sure what that means. They're not asocial or antisocial, so I guess they're social.</p><p></p><p>If you're suggesting that they're not DMs and not interested in having any authorial responsibility outside of the scope of their character, that's probably true; even though we do trade around DMing there's no mystery who the DM is.</p><p></p><p>That being said, if I wanted more shared narrative control, I certainly wouldn't use a system like D&D that has so many onerous sim elements. As with all games, I start from a freeform perspective and ask what do I need the rules to add. If I wanted truly shared storytelling, I see nothing to be gained by having a player build a character using a class or roll a check at all. If I used rules they'd probably be very minimal and completely unrelated to D&D.</p></blockquote><p></p>
[QUOTE="Ahnehnois, post: 6224542, member: 17106"] Not quite sure what that means. They're not asocial or antisocial, so I guess they're social. If you're suggesting that they're not DMs and not interested in having any authorial responsibility outside of the scope of their character, that's probably true; even though we do trade around DMing there's no mystery who the DM is. That being said, if I wanted more shared narrative control, I certainly wouldn't use a system like D&D that has so many onerous sim elements. As with all games, I start from a freeform perspective and ask what do I need the rules to add. If I wanted truly shared storytelling, I see nothing to be gained by having a player build a character using a class or roll a check at all. If I used rules they'd probably be very minimal and completely unrelated to D&D. [/QUOTE]
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Fighters vs. Spellcasters (a case for fighters.)
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