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Flavour First vs Game First - a comparison
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<blockquote data-quote="Mustrum_Ridcully" data-source="post: 4462317" data-attributes="member: 710"><p>I loled! <img src="http://www.enworld.org/forum/images/smilies/laugh.png" class="smilie" loading="lazy" alt=":lol:" title="Laughing :lol:" data-shortname=":lol:" /></p><p></p><p></p><p>Another example might be magic items rules - if you have ideas like "wealth by level" or "expected magical items" and "treasure per monster", you get a world with a lot of magical items. The rules don't seem to be based on any particular flavor concept (why does a CR 10 Giant have to carry more treasure then a CR 6 giant?), but it creates a world where a lot of magical items are lying around. </p><p></p><p>Sometimes it can be helpful to decouple fluff and crunch more strongly. Treasure Parcels don't imply that certain monsters carry around lot of stuff. It only implies what kind of treasure characters of a given level have, but the rules don't tell us where they will have gotten it from - loot? Gifts? Rewards?</p><p></p><p>Another example might be spells as found in the system. Every Cleric or Wizard is aware of the name of his spells and what they does exactly. This creates a world where magic is not "improvised" on the fly. Moreover, the fact that each of them are put into very discrete "slots" (instead of using a psi or mana point system, or a drain mechanic) probably means that characters in-game know exactly how powerful they are to each other. They can compare the number of spells they can cast, and possibly they are even aware of the levels of the respective spells. (A lot of experimenting among magicians might be able to discern the "slot per levels" and "extra spells by ability score" rules!)</p><p></p><p>Martial Encounter/Dailies are at a certain "tipping point" - you can interpret them literally (making martial powers very magic in feeling), or you can interpret them as metagame tools of players - meaning that characters don't have to be aware of these specific powers. </p><p>Of course, we use the "metagame" approach usually only for martial characters (if at all), but it might be interesting to consider using them for spellcasters, too!</p></blockquote><p></p>
[QUOTE="Mustrum_Ridcully, post: 4462317, member: 710"] I loled! :lol: Another example might be magic items rules - if you have ideas like "wealth by level" or "expected magical items" and "treasure per monster", you get a world with a lot of magical items. The rules don't seem to be based on any particular flavor concept (why does a CR 10 Giant have to carry more treasure then a CR 6 giant?), but it creates a world where a lot of magical items are lying around. Sometimes it can be helpful to decouple fluff and crunch more strongly. Treasure Parcels don't imply that certain monsters carry around lot of stuff. It only implies what kind of treasure characters of a given level have, but the rules don't tell us where they will have gotten it from - loot? Gifts? Rewards? Another example might be spells as found in the system. Every Cleric or Wizard is aware of the name of his spells and what they does exactly. This creates a world where magic is not "improvised" on the fly. Moreover, the fact that each of them are put into very discrete "slots" (instead of using a psi or mana point system, or a drain mechanic) probably means that characters in-game know exactly how powerful they are to each other. They can compare the number of spells they can cast, and possibly they are even aware of the levels of the respective spells. (A lot of experimenting among magicians might be able to discern the "slot per levels" and "extra spells by ability score" rules!) Martial Encounter/Dailies are at a certain "tipping point" - you can interpret them literally (making martial powers very magic in feeling), or you can interpret them as metagame tools of players - meaning that characters don't have to be aware of these specific powers. Of course, we use the "metagame" approach usually only for martial characters (if at all), but it might be interesting to consider using them for spellcasters, too! [/QUOTE]
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