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Is Neil Gaiman Wrong?
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<blockquote data-quote="TheCosmicKid" data-source="post: 8003517" data-attributes="member: 6683613"><p>When this hero is fighting the dragon, is <em>he</em> thinking that he's going to win because it makes for a better story?</p><p></p><p>Or is he thinking things like "How can I avoid the fearsome beast's fiery breath?" and "How can I put something sharp and pointy into a tiny gap in those scales?"</p><p></p><p>I think it likely that Bard the Bowman spared a thought or two for armor, accuracy, movement, and range.</p><p></p><p>These mechanics that you keep calling "wargame"-style also appear in many, <em>many</em> other kinds of game, and are not in the slightest incompatible with games that are intended to send their players on adventure stories set in magical otherworlds -- <em>i.e.</em> "fairy tales" as the Chesterton/Lewis/Tolkien crowd understood the term. Whether you want your fairy-tale simulator to take a simulationist or narrativist approach is a matter of preference, with tradeoffs either way. If you take the simulationist approach like D&D, arguably you're better equipping your players to actually get into their roles -- they're thinking the things their heroes would be thinking vis a vis outfighting a giant death lizard, not thinking about what makes for a good story* -- but as a direct consequence of that, they might lose, or otherwise get a bad story.</p><p></p><p>But all that is beside the point. In both simulationist and narrativist fairy-tale simulators, dragons should be beatable because otherwise you wouldn't be able to run that most archetypical of fairy tales, which seems like a poor design decision. And you've said a couple of times now that dragons are beatable by heroes even in wargames. So, again, why are we talking about wargame rules here?</p><p></p><p><span style="font-size: 9px">*Unless of course they are playing not Bard but a bard.</span></p></blockquote><p></p>
[QUOTE="TheCosmicKid, post: 8003517, member: 6683613"] When this hero is fighting the dragon, is [I]he[/I] thinking that he's going to win because it makes for a better story? Or is he thinking things like "How can I avoid the fearsome beast's fiery breath?" and "How can I put something sharp and pointy into a tiny gap in those scales?" I think it likely that Bard the Bowman spared a thought or two for armor, accuracy, movement, and range. These mechanics that you keep calling "wargame"-style also appear in many, [I]many[/I] other kinds of game, and are not in the slightest incompatible with games that are intended to send their players on adventure stories set in magical otherworlds -- [I]i.e.[/I] "fairy tales" as the Chesterton/Lewis/Tolkien crowd understood the term. Whether you want your fairy-tale simulator to take a simulationist or narrativist approach is a matter of preference, with tradeoffs either way. If you take the simulationist approach like D&D, arguably you're better equipping your players to actually get into their roles -- they're thinking the things their heroes would be thinking vis a vis outfighting a giant death lizard, not thinking about what makes for a good story* -- but as a direct consequence of that, they might lose, or otherwise get a bad story. But all that is beside the point. In both simulationist and narrativist fairy-tale simulators, dragons should be beatable because otherwise you wouldn't be able to run that most archetypical of fairy tales, which seems like a poor design decision. And you've said a couple of times now that dragons are beatable by heroes even in wargames. So, again, why are we talking about wargame rules here? [size=1]*Unless of course they are playing not Bard but a bard.[/size] [/QUOTE]
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