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King Lear is just English words put in order: Expertise, Knowledge, and RPGs
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<blockquote data-quote="Celebrim" data-source="post: 7932729" data-attributes="member: 4937"><p>I think we are talking past each other. The point of my post wasn't that it was possible. The point of my post was the lack of "dicking about" (as you put it) you have to do to make it possible.</p><p></p><p>So for example, you say the "genre expectations built into the game rules" present a barrier, and my counter to that is that for the most part, the genre expectations aren't built into the game rules - they are built into the examples of play. It's the examples of play - the adventures - that determine most of how the genera functions. If you put a decently armed, combat optimized party up against deep ones or ghouls, it will play a lot like adventurers versus orcs. The SAN loss won't be crippling, and can be recovered as a reward of successfully winning the adventure. </p><p></p><p>As far as the "GM and his share of authority at the table", both systems work off of Rule Zero and assume basically unlimited authority. If anything, from what I can tell, more successful CoC GMs rely heavily on illusionism techniques to keep the game going than do D&D DMs, but again - that's a process of play whether the GM feels empowered to change the setting behind the curtain in response to narrative needs.</p><p></p><p>And so forth.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 7932729, member: 4937"] I think we are talking past each other. The point of my post wasn't that it was possible. The point of my post was the lack of "dicking about" (as you put it) you have to do to make it possible. So for example, you say the "genre expectations built into the game rules" present a barrier, and my counter to that is that for the most part, the genre expectations aren't built into the game rules - they are built into the examples of play. It's the examples of play - the adventures - that determine most of how the genera functions. If you put a decently armed, combat optimized party up against deep ones or ghouls, it will play a lot like adventurers versus orcs. The SAN loss won't be crippling, and can be recovered as a reward of successfully winning the adventure. As far as the "GM and his share of authority at the table", both systems work off of Rule Zero and assume basically unlimited authority. If anything, from what I can tell, more successful CoC GMs rely heavily on illusionism techniques to keep the game going than do D&D DMs, but again - that's a process of play whether the GM feels empowered to change the setting behind the curtain in response to narrative needs. And so forth. [/QUOTE]
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