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Is your D&D campaign a game or a story?
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<blockquote data-quote="I'm A Banana" data-source="post: 2851057" data-attributes="member: 2067"><p>Well, to be fair, in a story-heavy game, the opportunity to use a Sense Motive check to see through the villain's ruse would never occur. After all, skill checks are a game element -- sense motive checks can occur only when it would be <em>dramatically appropriate</em>, when they have reason to suspect someone. </p><p></p><p>I think we're really in agreement with Aaron L's example of "story." As far as I can tell, that's a hook (a necromancer is creating undead, what are you heroes going to do about it?). More story would, for instance, say that one of the PC's family members is trapped in the necromancer's tower. Of course, that puts limits on the PC, effectively forcing them to go along with the story or be an evil character. And often, story-based games have more stringent requirements on what a character can be than game-based stories because of the problems of designing a plot for every kind of character. </p><p></p><p>The more story you add, the more narrow the band of permissable actions for the PC's, the tighter and more linear the dungeon becomes. And this isn't nessecarily a bad thing at all, because playing out a story can be a lot of fun, it's just a consequence of the actions.</p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 2851057, member: 2067"] Well, to be fair, in a story-heavy game, the opportunity to use a Sense Motive check to see through the villain's ruse would never occur. After all, skill checks are a game element -- sense motive checks can occur only when it would be [I]dramatically appropriate[/I], when they have reason to suspect someone. I think we're really in agreement with Aaron L's example of "story." As far as I can tell, that's a hook (a necromancer is creating undead, what are you heroes going to do about it?). More story would, for instance, say that one of the PC's family members is trapped in the necromancer's tower. Of course, that puts limits on the PC, effectively forcing them to go along with the story or be an evil character. And often, story-based games have more stringent requirements on what a character can be than game-based stories because of the problems of designing a plot for every kind of character. The more story you add, the more narrow the band of permissable actions for the PC's, the tighter and more linear the dungeon becomes. And this isn't nessecarily a bad thing at all, because playing out a story can be a lot of fun, it's just a consequence of the actions. [/QUOTE]
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