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Game Design Masterclass – 2D20
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<blockquote data-quote="pming" data-source="post: 8373343" data-attributes="member: 45197"><p>Hiya!</p><p></p><p>Hhehe...yup. Different strokes and all that I guess, huh? <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /> That said, it's not much. It's just a little something (in D&D terms, it'd be like a 1st level character getting 25xp). Each Player gets two cards at the start of the session; either new ones or the same ones they had last session....wait, I didn't mention that did it? Sorry! (each card in the Plot Deck has a number specifically for this). So the Player can jot it down and save it for next session, or take the miniscule XP to get a different card for next session. </p><p></p><p>That way it doesn't "force" a Player to play a Plot Card they don't want to just to 'get it out of the way'.</p><p></p><p></p><p>Actually, that was kind of my point; that I don't like that because it then puts the GM in the position of "Ok, do I want the Players to be able to screw with the next part of the adventure they get to?"...if the GM is ambivalent, it's not a problem. But for GM's that like to "steer or guide" the PC's to some particular area/encounter/etc because that's what the GM has taken the time to prepare for the session, well...those GM's would have quite the temptation on their hand! <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" /> By "allowing" a D0 roll, that GM is basically saying "Yup, this next section could be done in 4 minutes in stead of 40 if a Player or Players use those 'extra dice to decide stuff'..."</p><p></p><p></p><p>But this was part of my contention: that the GM is almost encouraged to NOT allow D0 rolls specifically so he/she doesn't have to step in when a Player says "I'm going to buy dice to....because of...". Also, when a GM does this, it does give away info to the players...perhaps more than expected. Ex: "I'm buying dice to make a better Discern Truth roll. A guy at the Mos Eisley cantina was talking about seeing more Empire Stormtroopers than normal arriving...". If the GM rolls with it, he may have just given away what was supposed to be a surprising and exciting space chase or that at least one Star Destroyer is in orbit now...and if the GM steps in, then that just confirms that there is, indeed, a Star Destroyer in orbit or that SOMETHING is going on.</p><p></p><p>Not the greatest example, but I hope you get the point. "I'll use a point and say I know how this lock works completely so I can see if it's been tampered with": "Ok, yes it has" (Result: It's trapped), "No, I'm not going to let that happen" (Result: It's trapped). <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" /></p><p></p><p></p><p>I'm all for this too...I just like for it to be COMPLETELY out of my hands as a GM. If a game is going to give Players direct control over the story/narrative/goings-on....then it needs to be <em>in their hands 100%</em>. If the GM can simply "step in" and change it, or if the GM has a way of "not allowing the Players to get the 'points' to do it in the first place", then the game isn't, in fact, giving the Players the ability to affect the narrative.</p><p></p><p>^_^</p><p></p><p>Paul L. Ming</p></blockquote><p></p>
[QUOTE="pming, post: 8373343, member: 45197"] Hiya! Hhehe...yup. Different strokes and all that I guess, huh? :) That said, it's not much. It's just a little something (in D&D terms, it'd be like a 1st level character getting 25xp). Each Player gets two cards at the start of the session; either new ones or the same ones they had last session....wait, I didn't mention that did it? Sorry! (each card in the Plot Deck has a number specifically for this). So the Player can jot it down and save it for next session, or take the miniscule XP to get a different card for next session. That way it doesn't "force" a Player to play a Plot Card they don't want to just to 'get it out of the way'. Actually, that was kind of my point; that I don't like that because it then puts the GM in the position of "Ok, do I want the Players to be able to screw with the next part of the adventure they get to?"...if the GM is ambivalent, it's not a problem. But for GM's that like to "steer or guide" the PC's to some particular area/encounter/etc because that's what the GM has taken the time to prepare for the session, well...those GM's would have quite the temptation on their hand! ;) By "allowing" a D0 roll, that GM is basically saying "Yup, this next section could be done in 4 minutes in stead of 40 if a Player or Players use those 'extra dice to decide stuff'..." But this was part of my contention: that the GM is almost encouraged to NOT allow D0 rolls specifically so he/she doesn't have to step in when a Player says "I'm going to buy dice to....because of...". Also, when a GM does this, it does give away info to the players...perhaps more than expected. Ex: "I'm buying dice to make a better Discern Truth roll. A guy at the Mos Eisley cantina was talking about seeing more Empire Stormtroopers than normal arriving...". If the GM rolls with it, he may have just given away what was supposed to be a surprising and exciting space chase or that at least one Star Destroyer is in orbit now...and if the GM steps in, then that just confirms that there is, indeed, a Star Destroyer in orbit or that SOMETHING is going on. Not the greatest example, but I hope you get the point. "I'll use a point and say I know how this lock works completely so I can see if it's been tampered with": "Ok, yes it has" (Result: It's trapped), "No, I'm not going to let that happen" (Result: It's trapped). ;) I'm all for this too...I just like for it to be COMPLETELY out of my hands as a GM. If a game is going to give Players direct control over the story/narrative/goings-on....then it needs to be [I]in their hands 100%[/I]. If the GM can simply "step in" and change it, or if the GM has a way of "not allowing the Players to get the 'points' to do it in the first place", then the game isn't, in fact, giving the Players the ability to affect the narrative. ^_^ Paul L. Ming [/QUOTE]
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