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Iron Lore: Malhavoc's Surprise?
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<blockquote data-quote="SixFootGnome" data-source="post: 2228525" data-attributes="member: 6174"><p><strong>Rail riding, or excitement?</strong></p><p></p><p>I think that stripping out those choice paragraphs tends to emphasize one thing while removing the rest of what they're really talking about. I also think that the difference between tedium and straightforward fun is largely in implementation, much like a rail shooter or a little java game. Bejeweled is incredibly basic and yet exceptionally satisfying. Tic-tac-toe is pointless and dull. There are exceptionally fun 'rail shooter' sequences in some videogames, and then there are the majority that are tedious because there isn't enough for me to do.</p><p></p><p>I suspect that our characters can still plan how they're going to bust in there, or how to move through the dungeon to go find the evil warlord, and do downtime scenes where he tries to gain allies that will give him an advantage. I don't think that any of these types of things are going to be threatened, because most of those are really the players and the DM sitting there and talking things out. They aren't actually so rules-intensive.</p><p></p><p>If I reflect on the memorable scenes and experience from fantasy lit and the like stored in my brain, they significantly fall into two categories: those that are dramatic, and those in which the stakes are high and/or life and death. Not having rules there for the first of those two doesn't threaten me much, because I've generally found the DnD rules for them to be more tedious and joy-killing than useful.</p><p></p><p>I'm actually relatively psyched for Mike to just give me the rules for the part of the game that needs good rules. It won't stop me from having the other types of scenes that are primarily free-form.</p></blockquote><p></p>
[QUOTE="SixFootGnome, post: 2228525, member: 6174"] [b]Rail riding, or excitement?[/b] I think that stripping out those choice paragraphs tends to emphasize one thing while removing the rest of what they're really talking about. I also think that the difference between tedium and straightforward fun is largely in implementation, much like a rail shooter or a little java game. Bejeweled is incredibly basic and yet exceptionally satisfying. Tic-tac-toe is pointless and dull. There are exceptionally fun 'rail shooter' sequences in some videogames, and then there are the majority that are tedious because there isn't enough for me to do. I suspect that our characters can still plan how they're going to bust in there, or how to move through the dungeon to go find the evil warlord, and do downtime scenes where he tries to gain allies that will give him an advantage. I don't think that any of these types of things are going to be threatened, because most of those are really the players and the DM sitting there and talking things out. They aren't actually so rules-intensive. If I reflect on the memorable scenes and experience from fantasy lit and the like stored in my brain, they significantly fall into two categories: those that are dramatic, and those in which the stakes are high and/or life and death. Not having rules there for the first of those two doesn't threaten me much, because I've generally found the DnD rules for them to be more tedious and joy-killing than useful. I'm actually relatively psyched for Mike to just give me the rules for the part of the game that needs good rules. It won't stop me from having the other types of scenes that are primarily free-form. [/QUOTE]
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