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Indie Games Are Not More Focused. They Are Differently Focused.
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<blockquote data-quote="AbdulAlhazred" data-source="post: 8317142" data-attributes="member: 82106"><p>I think I'm missing your point on this one <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>Again, I was responding to a post about using D&D rules in a genre where combat was virtually non-existent, and it was suggested it might even be handled by a single check if it did happen. Still, when you talk about 'godmode' and 'Calvinball' I feel like you are making my point... Also I don't agree about the 'working skill system'. What does it work for? It has no mechanical weight WHATSOEVER, as I've pointed out (and I'm far from the first guy to point this out, even in this thread).</p><p></p><p>Yeah, I don't agree. MOST DMs, and that included myself for a very long time, had ABSOLUTELY no blinkin' idea how to manage a social situation whatsoever. We simply avoided all of that like the plague because it is completely outside the limits of what D&D can handle, and it inevitably lead to all sorts of arguments and wrangling, begging, etc. My response in the early days was to go to page 36 in the DMG, or to page 63, the reaction table. P63 has a tab on it in my DMG, in fact both of them do, though my DM screen also reprints those tables. </p><p></p><p>I cannot speak for what actually feels 'right for many'. I can, however, point out that modules have almost assiduously avoided social interactions. Even in OA, which was clearly written with the idea in mind that the game would have a heavy focus on the character's place in society, etc. the modules are all clearly designed to get you out into the wilderness/dungeon as soon as possible! There are a number of awkward segments of various OA modules where the author attempts to guide the GM through dealing with court, or some local ruler NPC who is significant, or there's one module with a whole subsystem in it where you go from village to village searching for a gateway to pocket dimension IIRC and they have a whole slew of charts and rules to try to make it all work. So color me skeptical! </p><p></p><p>Yes, when you are playing with your accustomed friends in a dinner table game of D&D you can obviously handle the bartender and the thief guild thug, and the plot hook girl, and whatever. Beyond that, it is totally up to whether the GM can make it convincing or not, the rules and process of the game are at best no help at all.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 8317142, member: 82106"] I think I'm missing your point on this one ;) Again, I was responding to a post about using D&D rules in a genre where combat was virtually non-existent, and it was suggested it might even be handled by a single check if it did happen. Still, when you talk about 'godmode' and 'Calvinball' I feel like you are making my point... Also I don't agree about the 'working skill system'. What does it work for? It has no mechanical weight WHATSOEVER, as I've pointed out (and I'm far from the first guy to point this out, even in this thread). Yeah, I don't agree. MOST DMs, and that included myself for a very long time, had ABSOLUTELY no blinkin' idea how to manage a social situation whatsoever. We simply avoided all of that like the plague because it is completely outside the limits of what D&D can handle, and it inevitably lead to all sorts of arguments and wrangling, begging, etc. My response in the early days was to go to page 36 in the DMG, or to page 63, the reaction table. P63 has a tab on it in my DMG, in fact both of them do, though my DM screen also reprints those tables. I cannot speak for what actually feels 'right for many'. I can, however, point out that modules have almost assiduously avoided social interactions. Even in OA, which was clearly written with the idea in mind that the game would have a heavy focus on the character's place in society, etc. the modules are all clearly designed to get you out into the wilderness/dungeon as soon as possible! There are a number of awkward segments of various OA modules where the author attempts to guide the GM through dealing with court, or some local ruler NPC who is significant, or there's one module with a whole subsystem in it where you go from village to village searching for a gateway to pocket dimension IIRC and they have a whole slew of charts and rules to try to make it all work. So color me skeptical! Yes, when you are playing with your accustomed friends in a dinner table game of D&D you can obviously handle the bartender and the thief guild thug, and the plot hook girl, and whatever. Beyond that, it is totally up to whether the GM can make it convincing or not, the rules and process of the game are at best no help at all. [/QUOTE]
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