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Judgement calls vs "railroading"
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<blockquote data-quote="Tony Vargas" data-source="post: 7081852" data-attributes="member: 996"><p>The experience the OP related to begin with wasn't in D&D - 'Burning Wheel' or something. If you're sensing a vibe it's probably indie v D&D - and it may well be coming from both sides of the conversation. Though, I guess if you had a spectrum of indie-to-D&D it might look something like:</p><p></p><p>MLwM>D/V>DA>BW>13A><B/X<4e<5e<2e<3.x/PF<1e<0e.</p><p></p><p> It would be like throwing a dart at an enemy behind a stone wall, it's simply not going to work w/o line of effect. </p><p></p><p> There needn't be any such a necessity: if the game already has resource-driven rules, for instance, they can simply be adapted. </p><p></p><p> They could decline to accumulate said resources - or to use them that way if they're an existing system being adapted to that purpose.</p><p></p><p> 'Better' is clearly subjective, but it's not like using one technique precludes others, so you don't need to decide which is better and use it exclusively. Not that I see that being acknowledged, either. </p><p></p><p> Very true. And the same thing happens with games, styles, and techniques. The classifications aren't inherently invalid, but if treated as absolutes or as antithetical, become problematic.</p><p></p><p> Since a given player's 'type' can actually shift emphasis with the situation or morph over time, a flexible enough system to smoothly accommodate multiple 'types' or styles or agendas or whatever set of boxes is under discussion, can be a plus even if there's not a conflict at the table, initially, or even if there is (say the table's 'type' shifts in step, or it's a single-player game, for instance). </p><p></p><p> It seems like the goal or 'stakes' shifted, then?</p><p></p><p> It can certainly be done, the GM would base his judgement on the characters and the actions the players chose for them - not formal mechanical actions like "I attack" but more descriptive ones ("I swing my ax, butally, full-force," "I slide my rapier under his guard," etc), and it would depend upon the GM's judgement, the player's knowledge of the sort of combat being resolved relative to the GM's perception of what is 'correct' knowledge of that topic, the player's creativity, his ability to declare actions in a way that encourages the GM to rule in his favor, etc. </p><p></p><p> Because it fits the NPC in question or the flow of the story at that point?</p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 7081852, member: 996"] The experience the OP related to begin with wasn't in D&D - 'Burning Wheel' or something. If you're sensing a vibe it's probably indie v D&D - and it may well be coming from both sides of the conversation. Though, I guess if you had a spectrum of indie-to-D&D it might look something like: MLwM>D/V>DA>BW>13A><B/X<4e<5e<2e<3.x/PF<1e<0e. It would be like throwing a dart at an enemy behind a stone wall, it's simply not going to work w/o line of effect. There needn't be any such a necessity: if the game already has resource-driven rules, for instance, they can simply be adapted. They could decline to accumulate said resources - or to use them that way if they're an existing system being adapted to that purpose. 'Better' is clearly subjective, but it's not like using one technique precludes others, so you don't need to decide which is better and use it exclusively. Not that I see that being acknowledged, either. Very true. And the same thing happens with games, styles, and techniques. The classifications aren't inherently invalid, but if treated as absolutes or as antithetical, become problematic. Since a given player's 'type' can actually shift emphasis with the situation or morph over time, a flexible enough system to smoothly accommodate multiple 'types' or styles or agendas or whatever set of boxes is under discussion, can be a plus even if there's not a conflict at the table, initially, or even if there is (say the table's 'type' shifts in step, or it's a single-player game, for instance). It seems like the goal or 'stakes' shifted, then? It can certainly be done, the GM would base his judgement on the characters and the actions the players chose for them - not formal mechanical actions like "I attack" but more descriptive ones ("I swing my ax, butally, full-force," "I slide my rapier under his guard," etc), and it would depend upon the GM's judgement, the player's knowledge of the sort of combat being resolved relative to the GM's perception of what is 'correct' knowledge of that topic, the player's creativity, his ability to declare actions in a way that encourages the GM to rule in his favor, etc. Because it fits the NPC in question or the flow of the story at that point? [/QUOTE]
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