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Fighters vs. Spellcasters (a case for fighters.)
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<blockquote data-quote="N'raac" data-source="post: 6244135" data-attributes="member: 6681948"><p>This comes back, to me, to the earlier discussion of Weather Sense. Weather Sense is a character ability to have advance knowledge of the upcoming weather. If the character has the ability to dictate the weather, that is a different matter. If the player, not the character, can dictate the weather, that is yet another. If there are both player and character resources, I think they would properly be segregated. It should be possible for the player to dictate the weather and the character to be unable to even predict it.</p><p></p><p>The addition of player resources is, to me, the first departure from "old school" (OS) gaming. OS gaming would have me control my character, and nothing else. The world around my character would be outside his and my control, except to the extent he can directly influence it. He can cause an Orc to turn from "alive" to "dead", or a potion bottle to be broken, by his own actions. He cannot cause the Orc to be dead because a lightning storm kills him, or a potion bottle to fall from a table and break due to a sudden wind (absent character abilities to cause such results). Only through in-character actions can the player direct the narrative.</p><p></p><p>Newer (and this is a relative term) games then add some measure of player resources. Hero points were a common example. Now the players could control elements their characters could and did not. Commonly, the term "metagame" would arise. </p><p></p><p>It seems like some definitions of Indie game push this even further - the player's role is more significant than the character's. He rolls skills that are ostensibly on the character's sheet, but he's really authoring the story, not running the character. </p><p></p><p>This seems a continuum from "player running character in the narrative" to "player as joint author of the story".</p><p></p><p>Perhaps the next step is to remove individual control of a character from the player and make the character group a resource of the players as a whole, so [MENTION=27570]sheadunne[/MENTION] could decide to dictate Quinn's actions for a time, rather than Theren's, because he wants to advance or alter an aspect of the narrative best addressed with arcane skills rather than martial or nature skills. Maybe we even leave the "player characters" behind and assume control of different characters (eg. we are finding the war council interesting, so when the adventuring party leaves, we don't follow them, but rather run the game from the perspective of the war council, or a subset of its members).</p></blockquote><p></p>
[QUOTE="N'raac, post: 6244135, member: 6681948"] This comes back, to me, to the earlier discussion of Weather Sense. Weather Sense is a character ability to have advance knowledge of the upcoming weather. If the character has the ability to dictate the weather, that is a different matter. If the player, not the character, can dictate the weather, that is yet another. If there are both player and character resources, I think they would properly be segregated. It should be possible for the player to dictate the weather and the character to be unable to even predict it. The addition of player resources is, to me, the first departure from "old school" (OS) gaming. OS gaming would have me control my character, and nothing else. The world around my character would be outside his and my control, except to the extent he can directly influence it. He can cause an Orc to turn from "alive" to "dead", or a potion bottle to be broken, by his own actions. He cannot cause the Orc to be dead because a lightning storm kills him, or a potion bottle to fall from a table and break due to a sudden wind (absent character abilities to cause such results). Only through in-character actions can the player direct the narrative. Newer (and this is a relative term) games then add some measure of player resources. Hero points were a common example. Now the players could control elements their characters could and did not. Commonly, the term "metagame" would arise. It seems like some definitions of Indie game push this even further - the player's role is more significant than the character's. He rolls skills that are ostensibly on the character's sheet, but he's really authoring the story, not running the character. This seems a continuum from "player running character in the narrative" to "player as joint author of the story". Perhaps the next step is to remove individual control of a character from the player and make the character group a resource of the players as a whole, so [MENTION=27570]sheadunne[/MENTION] could decide to dictate Quinn's actions for a time, rather than Theren's, because he wants to advance or alter an aspect of the narrative best addressed with arcane skills rather than martial or nature skills. Maybe we even leave the "player characters" behind and assume control of different characters (eg. we are finding the war council interesting, so when the adventuring party leaves, we don't follow them, but rather run the game from the perspective of the war council, or a subset of its members). [/QUOTE]
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