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*Pathfinder & Starfinder
Improvisation vs "code-breaking" in D&D
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<blockquote data-quote="Umbran" data-source="post: 6745652" data-attributes="member: 177"><p>I'm going to try to inject something that might be useful.</p><p></p><p>You write them down for several reasons that amount overall to the fact that you can't observe change if you don't know the initial state. Drama, in a nutsell, is about going from A to B, so you have to know where A is.</p><p></p><p>Moreover, it is less that you don't intend to abide by your traits, and is rather more that since play is not pre-determined, you don't know which ones will change in what way, and their interactions impact the course of play. If you don't write them down, you don't have anything to play with!</p><p></p><p>This might be best seen in a game called "<a href="http://www.rpgnow.com/product/127526/Odyssey-Journey-and-Change" target="_blank">Odyssey: Journey and Change</a>". Some might call it questionably a role-playing game, and as much or more a story-telling game, but it still has the relevant bits for this discussion. The character is defined by a number of two-word traits, and in the course of play you will likely remove and replace those words. At any given moment, you abide by the list, but action then forces you to change the list.</p><p></p><p></p><p></p><p>If you are not coming into the discussion to *learn*, then there's not much point in discussing. And certainly, if you are not enjoying it, you should stop. There is no point scoring - there will be no "loss" if you fail to respond to a post, and the other guy gets the last word.</p><p></p><p>As for the latter, I think that's at least in part an issue of how your writing styles interact. You both get very wordy, and tend to wander over topics - as a third party, at least, it becomes difficult to figure out what points either of you are trying to make much of the time. You also both tend to get very theoretical, and it is not always clear if the things you two seem deeply concerned with are really issues in practical play for anyone other than yourselves. You both seem to be strongly purists, and I am not at all convinced real play follows either of your prescriptions tightly enough to support your positions.</p></blockquote><p></p>
[QUOTE="Umbran, post: 6745652, member: 177"] I'm going to try to inject something that might be useful. You write them down for several reasons that amount overall to the fact that you can't observe change if you don't know the initial state. Drama, in a nutsell, is about going from A to B, so you have to know where A is. Moreover, it is less that you don't intend to abide by your traits, and is rather more that since play is not pre-determined, you don't know which ones will change in what way, and their interactions impact the course of play. If you don't write them down, you don't have anything to play with! This might be best seen in a game called "[url=http://www.rpgnow.com/product/127526/Odyssey-Journey-and-Change]Odyssey: Journey and Change[/url]". Some might call it questionably a role-playing game, and as much or more a story-telling game, but it still has the relevant bits for this discussion. The character is defined by a number of two-word traits, and in the course of play you will likely remove and replace those words. At any given moment, you abide by the list, but action then forces you to change the list. If you are not coming into the discussion to *learn*, then there's not much point in discussing. And certainly, if you are not enjoying it, you should stop. There is no point scoring - there will be no "loss" if you fail to respond to a post, and the other guy gets the last word. As for the latter, I think that's at least in part an issue of how your writing styles interact. You both get very wordy, and tend to wander over topics - as a third party, at least, it becomes difficult to figure out what points either of you are trying to make much of the time. You also both tend to get very theoretical, and it is not always clear if the things you two seem deeply concerned with are really issues in practical play for anyone other than yourselves. You both seem to be strongly purists, and I am not at all convinced real play follows either of your prescriptions tightly enough to support your positions. [/QUOTE]
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Improvisation vs "code-breaking" in D&D
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