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How Can David Mamet Help My Game?
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<blockquote data-quote="Random Axe" data-source="post: 7652259" data-attributes="member: 27853"><p>My biggest stumble over this concept in this article, is that it keeps sounding like an instruction to the effect of, "You must make the characters fail" in order to keep them coming back. Well hey, lemme tell ya, that's not going to happen. If my GM keeps thwarting my victory, my catharsis, my triumph at finding any particular macguffin or defeating any particular warlord, I start to lose interest in the game itself, not just that campaign.</p><p></p><p>Instead, I would want to specify that this concept really only applies best in <em>general</em>, in respect of the over-reaching 20-level campaign, where what we want as characters from that life of adventuring, is never fully satisfied <em>generically</em> until we die.</p><p></p><p></p><p></p><p>Yes and no. I love and fully support the idea of mysterious magic items. I dislike the concept of going to ye olde local magicke shoppe in Waterdeep and plunking down a mysterious piece of paper that has "60,000 gold pieces" written on it and placing an order for a custom-made <strong>Boots of Hasty Striding & Springing</strong> or a <em>+2 Sword of Doing This and Extra That and One Neat Thing Per Day</em>. That's not mystery. That's an abstraction that reduces the fun of the game to a numerical transaction. Instead, I love the feeling of finding that magical bippy in the dungeon, that sword or that shield or that wand being used by the bad guy or hoarded by the monster, that I win by defeating them. That's where the fun of the game comes from, in the discovery and the literal winning of. Not the buying of.</p><p></p><p>I do NOT agree with doing away with the by-level ability "wishlist" as you put it. Me being able to plot out my PC's level plan of feats and class abilities is completely necessary for me to be able to reach a prestige class, for instance, that as a character concept I want to work toward; or to keep track of the different abilities that I get, and so on. I don't like the idea of my abilities being a mystery to me as a player.</p></blockquote><p></p>
[QUOTE="Random Axe, post: 7652259, member: 27853"] My biggest stumble over this concept in this article, is that it keeps sounding like an instruction to the effect of, "You must make the characters fail" in order to keep them coming back. Well hey, lemme tell ya, that's not going to happen. If my GM keeps thwarting my victory, my catharsis, my triumph at finding any particular macguffin or defeating any particular warlord, I start to lose interest in the game itself, not just that campaign. Instead, I would want to specify that this concept really only applies best in [I]general[/I], in respect of the over-reaching 20-level campaign, where what we want as characters from that life of adventuring, is never fully satisfied [I]generically[/I] until we die. Yes and no. I love and fully support the idea of mysterious magic items. I dislike the concept of going to ye olde local magicke shoppe in Waterdeep and plunking down a mysterious piece of paper that has "60,000 gold pieces" written on it and placing an order for a custom-made [B]Boots of Hasty Striding & Springing[/B] or a [I]+2 Sword of Doing This and Extra That and One Neat Thing Per Day[/I]. That's not mystery. That's an abstraction that reduces the fun of the game to a numerical transaction. Instead, I love the feeling of finding that magical bippy in the dungeon, that sword or that shield or that wand being used by the bad guy or hoarded by the monster, that I win by defeating them. That's where the fun of the game comes from, in the discovery and the literal winning of. Not the buying of. I do NOT agree with doing away with the by-level ability "wishlist" as you put it. Me being able to plot out my PC's level plan of feats and class abilities is completely necessary for me to be able to reach a prestige class, for instance, that as a character concept I want to work toward; or to keep track of the different abilities that I get, and so on. I don't like the idea of my abilities being a mystery to me as a player. [/QUOTE]
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