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Grim-n-Gritty: Revised and Simplified
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<blockquote data-quote="mafisto" data-source="post: 1472716" data-attributes="member: 15183"><p>The only case where I can see these rules enforce a "GM vs. Players" environment is when the GM is attempting to punish players with a set of rules. Otherwise, if your campaign is a grim-n-gritty one, where's the conflict? So big creatures kill small creatures more easily - that's a foundation of the campaign and not intended in any way to pit the GM against the party.</p><p></p><p>From the very beginning Ken has made it clear that G&G is NOT Heroic D&D. I think that ignoring that first and fundamental statement is what gets him (and me!) all riled up. PCs aren't 'supposed' to be anything in my campaign. They are what they are. If they want to slink the shadows and snipe their enemies and set up clever ambushes then THAT is what they're 'supposed' to do. Not some pre-fabricated ideal that, for some reason, has become the status quo.</p><p></p><p>Finally, having an interesting story does not mean that your players need to be able to walk through fire and get shot up with dozens of arrows and swim through pits of burning acid. That certainly could be an interesting story, but I've read plenty of fascinating tales (George R.R. Martin's Ice & Fire, for instance) where a deep sense of humanity and mortality makes the story even MORE interesting.</p><p></p><p>I doubt that you intended to be combatative in that innocent little statement, but whole point of the Grim-n-Gritty rules was to challenge the status quo and provide an alternate way of playing the game. So, every time I read "But I want my game to be interesting!" or "I want my players to be heroes!" in response to these variant rules, they'll get nice little essays from myself or other proponents of the system. GnG does not mean that GMs have to hate their players, or spin boring tales, or kill off all of their PCs every session. It simply means that the physical reality of the game takes on more gravity than before.</p></blockquote><p></p>
[QUOTE="mafisto, post: 1472716, member: 15183"] The only case where I can see these rules enforce a "GM vs. Players" environment is when the GM is attempting to punish players with a set of rules. Otherwise, if your campaign is a grim-n-gritty one, where's the conflict? So big creatures kill small creatures more easily - that's a foundation of the campaign and not intended in any way to pit the GM against the party. From the very beginning Ken has made it clear that G&G is NOT Heroic D&D. I think that ignoring that first and fundamental statement is what gets him (and me!) all riled up. PCs aren't 'supposed' to be anything in my campaign. They are what they are. If they want to slink the shadows and snipe their enemies and set up clever ambushes then THAT is what they're 'supposed' to do. Not some pre-fabricated ideal that, for some reason, has become the status quo. Finally, having an interesting story does not mean that your players need to be able to walk through fire and get shot up with dozens of arrows and swim through pits of burning acid. That certainly could be an interesting story, but I've read plenty of fascinating tales (George R.R. Martin's Ice & Fire, for instance) where a deep sense of humanity and mortality makes the story even MORE interesting. I doubt that you intended to be combatative in that innocent little statement, but whole point of the Grim-n-Gritty rules was to challenge the status quo and provide an alternate way of playing the game. So, every time I read "But I want my game to be interesting!" or "I want my players to be heroes!" in response to these variant rules, they'll get nice little essays from myself or other proponents of the system. GnG does not mean that GMs have to hate their players, or spin boring tales, or kill off all of their PCs every session. It simply means that the physical reality of the game takes on more gravity than before. [/QUOTE]
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