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*Dungeons & Dragons
Fighters vs. Spellcasters (a case for fighters.)
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<blockquote data-quote="Aenghus" data-source="post: 6236316" data-attributes="member: 2656"><p>The logical extrapolation of the features of a setting is a subjective process, and can produce consequences that are detrimental to some players and GMs preferred playstyles. Implementing them in the gameworld is a matter of choice and not compulsory.</p><p></p><p>Some people prefer more fast-paced action adventure in their game where the PCs are or can aspire to being important. Some people prefer a slower-paced, more serious game where the PCs are just another face in the crowd, and maybe can earn more. These different goals call for different world-building and a different flavour of resolution.</p><p></p><p>Cold, hard reality is entirely cold and hard enough IMO. Our games can have coldness and hard edges, but they are products of the imagination, and they <strong>don't have to</strong> - RPGs can be hard-edged or soft-edged or anywhere in between.</p><p></p><p>Even in reality, we find out that security has flaws all the time, simple precautions not taken, locks broken,unlocked or just not present, people lazy, incompetent or corrupt. Some groups like to slowly, painstakingly figure out the weak points in an in-game challenge (including social challenges such as getting past the chamberlain) and then attack the weakest point. Others like to use the obvious approach and engage quickly with the challenge - and this is the important part - without their forthrighness appreciably damaging their chances of success. In the latter style, throwing up lots of roadblocks and dead ends is a mistake, as it misses the point of the fast paced playstyle. The challenge in the latter style of play comes substantially from the number of challenges thrown at the PCs, not their details - the fast-paced group can handle more challenges, but you can throw more at them than they can handle, so they have to pick and choose.</p><p></p><p>GMs, if a player comes up with a PC which is legal by the rules, but has, for you ,unrealistic goals and methods for achieving them that he or she thinks are plausible, what do you do? Do you discuss it beforehand, or let them play in the school of hard knocks and grind their dreams and enthusiasm out of them in the game itself? IMO that's what the latter method ends up doing far too much of the time.</p></blockquote><p></p>
[QUOTE="Aenghus, post: 6236316, member: 2656"] The logical extrapolation of the features of a setting is a subjective process, and can produce consequences that are detrimental to some players and GMs preferred playstyles. Implementing them in the gameworld is a matter of choice and not compulsory. Some people prefer more fast-paced action adventure in their game where the PCs are or can aspire to being important. Some people prefer a slower-paced, more serious game where the PCs are just another face in the crowd, and maybe can earn more. These different goals call for different world-building and a different flavour of resolution. Cold, hard reality is entirely cold and hard enough IMO. Our games can have coldness and hard edges, but they are products of the imagination, and they [B]don't have to[/B] - RPGs can be hard-edged or soft-edged or anywhere in between. Even in reality, we find out that security has flaws all the time, simple precautions not taken, locks broken,unlocked or just not present, people lazy, incompetent or corrupt. Some groups like to slowly, painstakingly figure out the weak points in an in-game challenge (including social challenges such as getting past the chamberlain) and then attack the weakest point. Others like to use the obvious approach and engage quickly with the challenge - and this is the important part - without their forthrighness appreciably damaging their chances of success. In the latter style, throwing up lots of roadblocks and dead ends is a mistake, as it misses the point of the fast paced playstyle. The challenge in the latter style of play comes substantially from the number of challenges thrown at the PCs, not their details - the fast-paced group can handle more challenges, but you can throw more at them than they can handle, so they have to pick and choose. GMs, if a player comes up with a PC which is legal by the rules, but has, for you ,unrealistic goals and methods for achieving them that he or she thinks are plausible, what do you do? Do you discuss it beforehand, or let them play in the school of hard knocks and grind their dreams and enthusiasm out of them in the game itself? IMO that's what the latter method ends up doing far too much of the time. [/QUOTE]
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