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General Tabletop Discussion
*Dungeons & Dragons
Just One More Thing: The Power of "No" in Design (aka, My Fun, Your Fun, and BadWrongFun)
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<blockquote data-quote="Umbran" data-source="post: 7891790" data-attributes="member: 177"><p>Or... funny possibility... you recognize that in this game, "greatest swordsman in the land," does not equate to, "invulneralbe." I mean, I don't know what a character who isn't in the high-teens of levels is doing calling themselves "greatest" in the first place, except as bluff and bluster.</p><p></p><p>If you choose a rule set, and then dictate an image of your character that is not consistent with what the rules produce, the problem is not in the rules, but in your choice to use them, or in how you choose to interact with them.</p><p></p><p>What you say, about narrating how this town guard is really a great swordsman in disguise for some reason... sounds great once. But it doesn't sound long-term supportable. Is the GM now ironing over the Greatest Swordsman's tripping over a shoelace, the Greatest Wizard's mumbled verbal component before coffee, and the Greatest Psion's migraine that morning?</p><p></p><p>The game, alas, generates much of its tension by pushing characters to the edges of their mechanical effectiveness - and that means that your self-avowed "greatest swordsman" is going to fail on occasion. It is not the GM's job to mop up your reputation when your abilities do not match the song you've been paying the bard to sing all around town.</p><p></p><p>If you want to play a game where you are literally the greatest swordsman, from the get-go, that's a fine and fun game to play, and there are rules sets that will do it smoothly for you. D&D doesn't support it very well.</p></blockquote><p></p>
[QUOTE="Umbran, post: 7891790, member: 177"] Or... funny possibility... you recognize that in this game, "greatest swordsman in the land," does not equate to, "invulneralbe." I mean, I don't know what a character who isn't in the high-teens of levels is doing calling themselves "greatest" in the first place, except as bluff and bluster. If you choose a rule set, and then dictate an image of your character that is not consistent with what the rules produce, the problem is not in the rules, but in your choice to use them, or in how you choose to interact with them. What you say, about narrating how this town guard is really a great swordsman in disguise for some reason... sounds great once. But it doesn't sound long-term supportable. Is the GM now ironing over the Greatest Swordsman's tripping over a shoelace, the Greatest Wizard's mumbled verbal component before coffee, and the Greatest Psion's migraine that morning? The game, alas, generates much of its tension by pushing characters to the edges of their mechanical effectiveness - and that means that your self-avowed "greatest swordsman" is going to fail on occasion. It is not the GM's job to mop up your reputation when your abilities do not match the song you've been paying the bard to sing all around town. If you want to play a game where you are literally the greatest swordsman, from the get-go, that's a fine and fun game to play, and there are rules sets that will do it smoothly for you. D&D doesn't support it very well. [/QUOTE]
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Just One More Thing: The Power of "No" in Design (aka, My Fun, Your Fun, and BadWrongFun)
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