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Judgement calls vs "railroading"
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<blockquote data-quote="Lanefan" data-source="post: 7115441" data-attributes="member: 29398"><p>Interesting to read this from you, as up till now you've been advocating for player agency all the way and yet the things in the game that most bend toward player agency - these spells and abilities that give them the option of reframing or skipping or twisting or ignoring scenes - you here seem to be saying are bad.</p><p></p><p>The trick for the DM, of course, is that in a system that has these things available to the characters she has to frame her scenes (and design her plots, if she's driving) with them somewhat in mind. Further, she has to have answers ready for when the divination hammer gets wielded...or the scrying hammer, for all that.</p><p></p><p>Teleportation or other forms of quick long-range travel are often a godsend to me as DM, in that characters can get from point A to far-away point B without spending a few months travelling (and, of course, getting into every bit of trouble they possibly can along the way) if they so desire, and are willing to accept the risk.</p><p></p><p>As for "PC build" (that very term annoys me, for some reason), while detailed backgrounds etc. can be fun they're not 100% essential. One could (and I probably would, were I ever to play in a game like this) bring in a somewhat generic character*, see what the story is and where it's going, then in-character latch on to some elements within it and make those my thematic concerns while at the same time letting my backstory in effect write itself. In other words, I'm willing to fit myself into the game world rather than expecting it to fit itself to me.</p><p></p><p>* - generic as regards background, stat rolls, etc. but not as regards personality or "character" - it'll have loads of that! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>One other way that hasn't been really mentioned yet in which I'm guessing your type of system varies from what I'm used to is character mortality, or lack thereof. One reason I never want to bother with long backgrounds etc. for my characters is that I'm fully aware they have less than a half-chance of surviving their first adventure (at least the way I play 'em, poor things), thus making all that work a waste of time and effort. As both player and DM I see adventuring as an extremely dangerous business where casualties - while unfortunate - are an accepted and expected fact of life. </p><p></p><p>From the gamist side, I thus also expect character generation to be fast and reasonably simple as I'll probably be going through the process more than once. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>I'll happily do up some sort of formal background once a character's been around for a few adventures, though by then I've usually role-played my way into some sort of assumed or informal background info anyway.</p><p></p><p>I'll hazard a guess that in your system character death is rare to non-existent. </p><p></p><p>Lan-"let's go adventuring, and make sure there's less of us when we get back"-efan</p></blockquote><p></p>
[QUOTE="Lanefan, post: 7115441, member: 29398"] Interesting to read this from you, as up till now you've been advocating for player agency all the way and yet the things in the game that most bend toward player agency - these spells and abilities that give them the option of reframing or skipping or twisting or ignoring scenes - you here seem to be saying are bad. The trick for the DM, of course, is that in a system that has these things available to the characters she has to frame her scenes (and design her plots, if she's driving) with them somewhat in mind. Further, she has to have answers ready for when the divination hammer gets wielded...or the scrying hammer, for all that. Teleportation or other forms of quick long-range travel are often a godsend to me as DM, in that characters can get from point A to far-away point B without spending a few months travelling (and, of course, getting into every bit of trouble they possibly can along the way) if they so desire, and are willing to accept the risk. As for "PC build" (that very term annoys me, for some reason), while detailed backgrounds etc. can be fun they're not 100% essential. One could (and I probably would, were I ever to play in a game like this) bring in a somewhat generic character*, see what the story is and where it's going, then in-character latch on to some elements within it and make those my thematic concerns while at the same time letting my backstory in effect write itself. In other words, I'm willing to fit myself into the game world rather than expecting it to fit itself to me. * - generic as regards background, stat rolls, etc. but not as regards personality or "character" - it'll have loads of that! :) One other way that hasn't been really mentioned yet in which I'm guessing your type of system varies from what I'm used to is character mortality, or lack thereof. One reason I never want to bother with long backgrounds etc. for my characters is that I'm fully aware they have less than a half-chance of surviving their first adventure (at least the way I play 'em, poor things), thus making all that work a waste of time and effort. As both player and DM I see adventuring as an extremely dangerous business where casualties - while unfortunate - are an accepted and expected fact of life. From the gamist side, I thus also expect character generation to be fast and reasonably simple as I'll probably be going through the process more than once. :) I'll happily do up some sort of formal background once a character's been around for a few adventures, though by then I've usually role-played my way into some sort of assumed or informal background info anyway. I'll hazard a guess that in your system character death is rare to non-existent. Lan-"let's go adventuring, and make sure there's less of us when we get back"-efan [/QUOTE]
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