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Flavour First vs Game First - a comparison
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<blockquote data-quote="Herremann the Wise" data-source="post: 4479498" data-attributes="member: 11300"><p>Hello Pemerton, I appreciate the extended response and despite the fact that I'm not jiving with what you're saying, you're getting some XP from me - for what it's worth.</p><p></p><p>However, some points that you may or may not find useful.</p><p></p><p>- You have introduced the idea of episodic play vs. sandbox style play. Our group is definitely in the sandbox camp rather than episodic. 4E still works for us though - not perfectly (no edition of D&D has done that yet), we still have issues but we're giving it a good go.</p><p></p><p>- You have introduced the idea of a metagame "rest". This is an unsatisfactory solution for our group. We expect the game to tell us that our character needs healing as in "you have been critically injured; no words from Mr Warlord over there are going to help this time; a bandage and a kiss equally is not going to cut it; see Mr Cleric of Pelor over there [Mr Cleric gives a little wave], you're going to need HIS help now, otherwise you're going to be in a world of pain for some days to come." It should not be as part of some weird, metagame player accord. It should have been in-built.</p><p></p><p>Unfortunately the game does not tell us this. I find this jarring. I find this as I have said before, mechanics-first at the expense of a little bit of flavour. I can suck it up and move on wishing that it was different but accepting that this part of the game was not going to make complete sense. Our group will "battle on" so to speak.</p><p></p><p>And this I think illustrates the issue that I have with your suggestion. You are suggesting an out-of-game agreement to assist with in-game verisilitude. By its nature, I find this kind of wonky. The in-game mechanics should be informing me of this, not some made up player (that is non-character) accord.</p><p></p><p>But shouldn't a serious injury affect what happens in game? "Hey, this guy needs a cleric or some divine assistance. Has anyone got a healing potion? No, well where's the nearest surgeon, this guy needs help and fast. And the Princess that needs rescuing? She's gonna have to wait - I hope we don't run out of time?" </p><p></p><p>You're overstating the case here. Hit point loss does not have to map directly to damage taken. But some of it should, surely? When is a character damaged to the point where a good nights rest isn't going to have them back in working order the next day? I simply believe there should be provision in the rules for this circumstance - when divine healing is required to keep going.</p><p></p><p>Again, I think you're over-stating the case. Surely you don't have to be a died-in-the-wool simulationist to find this element of the game quirky?</p><p></p><p>Best Regards</p><p>Herremann the Wise</p></blockquote><p></p>
[QUOTE="Herremann the Wise, post: 4479498, member: 11300"] Hello Pemerton, I appreciate the extended response and despite the fact that I'm not jiving with what you're saying, you're getting some XP from me - for what it's worth. However, some points that you may or may not find useful. - You have introduced the idea of episodic play vs. sandbox style play. Our group is definitely in the sandbox camp rather than episodic. 4E still works for us though - not perfectly (no edition of D&D has done that yet), we still have issues but we're giving it a good go. - You have introduced the idea of a metagame "rest". This is an unsatisfactory solution for our group. We expect the game to tell us that our character needs healing as in "you have been critically injured; no words from Mr Warlord over there are going to help this time; a bandage and a kiss equally is not going to cut it; see Mr Cleric of Pelor over there [Mr Cleric gives a little wave], you're going to need HIS help now, otherwise you're going to be in a world of pain for some days to come." It should not be as part of some weird, metagame player accord. It should have been in-built. Unfortunately the game does not tell us this. I find this jarring. I find this as I have said before, mechanics-first at the expense of a little bit of flavour. I can suck it up and move on wishing that it was different but accepting that this part of the game was not going to make complete sense. Our group will "battle on" so to speak. And this I think illustrates the issue that I have with your suggestion. You are suggesting an out-of-game agreement to assist with in-game verisilitude. By its nature, I find this kind of wonky. The in-game mechanics should be informing me of this, not some made up player (that is non-character) accord. But shouldn't a serious injury affect what happens in game? "Hey, this guy needs a cleric or some divine assistance. Has anyone got a healing potion? No, well where's the nearest surgeon, this guy needs help and fast. And the Princess that needs rescuing? She's gonna have to wait - I hope we don't run out of time?" You're overstating the case here. Hit point loss does not have to map directly to damage taken. But some of it should, surely? When is a character damaged to the point where a good nights rest isn't going to have them back in working order the next day? I simply believe there should be provision in the rules for this circumstance - when divine healing is required to keep going. Again, I think you're over-stating the case. Surely you don't have to be a died-in-the-wool simulationist to find this element of the game quirky? Best Regards Herremann the Wise [/QUOTE]
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