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*Pathfinder & Starfinder
L&L: The 2nd one this week (DM Packet)
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<blockquote data-quote="Libramarian" data-source="post: 5932019" data-attributes="member: 6688858"><p><a href="http://www.enworld.org/forum/members/nnms.html" target="_blank">nnms</a> has an interesting point though.</p><p></p><p>In my playtesting it definitely didn't feel like the game provided a set of tools to the DM, and we the players just say what we're doing in the gameworld and the DM decides how to handle it. As a player I was thinking about the rules quite a bit, because they're all very simple and accessible to me. So it felt like I had a bit too much power to push the game around where I liked. For ex. the DM wasn't using any morale rules, but I totally could have pushed play in that direction by doing something intimidating and implying that it was worth a Cha vs. Cha contest or similar.</p><p></p><p>The DM also didn't feel like they had the power to just rule that performing castling maneuvers in combat and slipping through the front lines with impunity didn't make any sense and couldn't be done. We were certain from our reading of the rules that nothing prevented it.</p><p></p><p>It felt more old school than actual old school, in the "calvinball" sense. The tone was even getting pretty gonzo by the end of our last playtest session. We started joking about bringing in some of our old Call of Cthulhu characters with their shotguns and handguns. It was partly because our DM didn't choose any sort of character background so we decided that we were sent from the far future to kill humanoids like Terminators. But I think something else about the rules was creating this tone as well.</p><p></p><p>It definitely didn't feel like AD&D, which is why I had to vote that it smells fishy in that other thread.</p></blockquote><p></p>
[QUOTE="Libramarian, post: 5932019, member: 6688858"] [URL="http://www.enworld.org/forum/members/nnms.html"]nnms[/URL] has an interesting point though. In my playtesting it definitely didn't feel like the game provided a set of tools to the DM, and we the players just say what we're doing in the gameworld and the DM decides how to handle it. As a player I was thinking about the rules quite a bit, because they're all very simple and accessible to me. So it felt like I had a bit too much power to push the game around where I liked. For ex. the DM wasn't using any morale rules, but I totally could have pushed play in that direction by doing something intimidating and implying that it was worth a Cha vs. Cha contest or similar. The DM also didn't feel like they had the power to just rule that performing castling maneuvers in combat and slipping through the front lines with impunity didn't make any sense and couldn't be done. We were certain from our reading of the rules that nothing prevented it. It felt more old school than actual old school, in the "calvinball" sense. The tone was even getting pretty gonzo by the end of our last playtest session. We started joking about bringing in some of our old Call of Cthulhu characters with their shotguns and handguns. It was partly because our DM didn't choose any sort of character background so we decided that we were sent from the far future to kill humanoids like Terminators. But I think something else about the rules was creating this tone as well. It definitely didn't feel like AD&D, which is why I had to vote that it smells fishy in that other thread. [/QUOTE]
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