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<blockquote data-quote="kennew142" data-source="post: 4155578" data-attributes="member: 18490"><p>As long as you lose hit points, it's not necessary that you suffered a wound. That's the point. Each player has some narrative control over his character.</p><p></p><p></p><p></p><p></p><p>You think so? I don't. If you'd actually read the post you are responding to, you will note that I said that the rules will provide mechanics for allowing the players some narrative control, encourage that type of GMing and assume it as the default. Bad GMs will always be bad GMs, but providing the tools for good GMing and calling attention to a (IMO) superior style of GMing for those good GMs who hadn't even thought of it are all good things.</p><p></p><p>Even good GMs have to start somewhere. It would've been nice if this sort of useful GMing advice had been in earlier DMGs.</p><p></p><p></p><p></p><p></p><p>Wow, talk about a failure of logic. What are you arguing against here? I specifically pointed out that it was possible in earlier editions. I even called out that good GMs had been doing it all along.</p><p></p><p>Purposefully miscontruing what I said in order to try and make a cheap point is misleading at best, but lying would be a better definition. I would suggest that you take the time to read a post before responding. It might save you some humiliation.</p><p></p><p></p><p></p><p></p><p>No one said that this would weed out non-excellent GMs. It may improve the skills of weaker GMs.</p><p></p><p>I would argue that there is a qualitiative difference between a GM dictating all game effects to the players and the players having some control over the narrative. IMO the latter provides a better and more satisfying gaming experience. YMMV. It's hard to argue that the latter example isn't a more shared interactive experience.</p></blockquote><p></p>
[QUOTE="kennew142, post: 4155578, member: 18490"] As long as you lose hit points, it's not necessary that you suffered a wound. That's the point. Each player has some narrative control over his character. You think so? I don't. If you'd actually read the post you are responding to, you will note that I said that the rules will provide mechanics for allowing the players some narrative control, encourage that type of GMing and assume it as the default. Bad GMs will always be bad GMs, but providing the tools for good GMing and calling attention to a (IMO) superior style of GMing for those good GMs who hadn't even thought of it are all good things. Even good GMs have to start somewhere. It would've been nice if this sort of useful GMing advice had been in earlier DMGs. Wow, talk about a failure of logic. What are you arguing against here? I specifically pointed out that it was possible in earlier editions. I even called out that good GMs had been doing it all along. Purposefully miscontruing what I said in order to try and make a cheap point is misleading at best, but lying would be a better definition. I would suggest that you take the time to read a post before responding. It might save you some humiliation. No one said that this would weed out non-excellent GMs. It may improve the skills of weaker GMs. I would argue that there is a qualitiative difference between a GM dictating all game effects to the players and the players having some control over the narrative. IMO the latter provides a better and more satisfying gaming experience. YMMV. It's hard to argue that the latter example isn't a more shared interactive experience. [/QUOTE]
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