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Game Mecahnics Versus Role Playing Focus
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<blockquote data-quote="Jack7" data-source="post: 4679615" data-attributes="member: 54707"><p>Yeah, but I think you missed this Aus. </p><p></p><p></p><p></p><p>Or maybe I didn't emphasize it enough, or in the right way. Though you're probably right, I was talking about primarily D&D, and one has to define exactly what one means by the time frames being referred to.</p><p></p><p></p><p> </p><p></p><p>I agree with that to a large extent EW.</p><p>However equally important are the issues and opportunities involved to explore the soul of the game based on design and premise. </p><p></p><p>And the design premise of the game derives from how the game is initially constructed by the designers, and the milieu premise derives from the DM. Everybody has to do their part to provide opportunities which go beyond just a series of mechanical statistics and probabilities when it comes to role play.</p><p></p><p>In other words the design must include a soul, the DM must allow that soul to breathe and grow, and the player must bring to life the soul of the character.</p><p></p><p>But first there must be a design acknowledgment that the character is far more than his bonuses and "build," just as a man is far more than his profession and his body (though I'm not belittling a man's profession and body in any way, I'm just saying those are not the ultimate and final measures of what a man is capable).</p></blockquote><p></p>
[QUOTE="Jack7, post: 4679615, member: 54707"] Yeah, but I think you missed this Aus. Or maybe I didn't emphasize it enough, or in the right way. Though you're probably right, I was talking about primarily D&D, and one has to define exactly what one means by the time frames being referred to. I agree with that to a large extent EW. However equally important are the issues and opportunities involved to explore the soul of the game based on design and premise. And the design premise of the game derives from how the game is initially constructed by the designers, and the milieu premise derives from the DM. Everybody has to do their part to provide opportunities which go beyond just a series of mechanical statistics and probabilities when it comes to role play. In other words the design must include a soul, the DM must allow that soul to breathe and grow, and the player must bring to life the soul of the character. But first there must be a design acknowledgment that the character is far more than his bonuses and "build," just as a man is far more than his profession and his body (though I'm not belittling a man's profession and body in any way, I'm just saying those are not the ultimate and final measures of what a man is capable). [/QUOTE]
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