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*Dungeons & Dragons
Legends and Lore October 22nd
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<blockquote data-quote="Ratskinner" data-source="post: 6039509" data-attributes="member: 6688937"><p>I think I'd like playing in it, from the sound of it. Honestly, I'm still looking for a "perfect" system for me. (Whether I can find/convince a group to play it with me is another problem.<img src="http://www.enworld.org/forum/images/smilies/nervous.png" class="smilie" loading="lazy" alt=":heh:" title="Nervous Laugh :heh:" data-shortname=":heh:" />) I keep running into games (usually Indie, anymore) that look great, but somehow don't work out as well in practice. I have high hopes for the Cortex+ System from the Marvel rpg. I'm hoping for a solid fantasy version to bubble up. </p><p></p><p>...plus rpgs usually don't have dramatic background music cued up...<img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p><p></p><p></p><p></p><p>I think that's fine. "Firefly" level drama is usually a lot more fun than "Lord of the Rings" level drama. I agree that there's probably an upper limit for rpgs. Characters in rpgs just don't have the forum for soliloquizing as <u>the</u> primary character in a novel does (when they do, players usually describe it third person).</p><p></p><p>Basically, I<em>'</em>m just looking for <em>some</em> level of investment. D&D (along with most rpgs) doesn't do that well from the start, at least for most players. However, most games seem to develop it over time. I think this is a big part of what my group means about story developing "organically". They, and I believe a lot of players, have a lot of trouble "getting into" goals or motives that they don't see originate, even if they select them at character creation. </p><p></p><p></p><p></p><p>I was going to mention it above, but here sounds better. I think what you're talking about here is just the "nature of the beast" for D&D. </p><p></p><p></p><p></p><p>Gotcha. I haven't seen that as much of an impediment. I find the players/PCs arguing over the best/safest way to proceed is often a good prelude to later drama and interaction. They always find a way to move forward. That may be just an individual taste thing, though. I still saw plenty of it in my 4e games, but that may be that my players weren't familiar enough to drop old habits.</p></blockquote><p></p>
[QUOTE="Ratskinner, post: 6039509, member: 6688937"] I think I'd like playing in it, from the sound of it. Honestly, I'm still looking for a "perfect" system for me. (Whether I can find/convince a group to play it with me is another problem.:heh:) I keep running into games (usually Indie, anymore) that look great, but somehow don't work out as well in practice. I have high hopes for the Cortex+ System from the Marvel rpg. I'm hoping for a solid fantasy version to bubble up. ...plus rpgs usually don't have dramatic background music cued up...:D I think that's fine. "Firefly" level drama is usually a lot more fun than "Lord of the Rings" level drama. I agree that there's probably an upper limit for rpgs. Characters in rpgs just don't have the forum for soliloquizing as [U]the[/U] primary character in a novel does (when they do, players usually describe it third person). Basically, I[I]'[/I]m just looking for [I]some[/I] level of investment. D&D (along with most rpgs) doesn't do that well from the start, at least for most players. However, most games seem to develop it over time. I think this is a big part of what my group means about story developing "organically". They, and I believe a lot of players, have a lot of trouble "getting into" goals or motives that they don't see originate, even if they select them at character creation. I was going to mention it above, but here sounds better. I think what you're talking about here is just the "nature of the beast" for D&D. Gotcha. I haven't seen that as much of an impediment. I find the players/PCs arguing over the best/safest way to proceed is often a good prelude to later drama and interaction. They always find a way to move forward. That may be just an individual taste thing, though. I still saw plenty of it in my 4e games, but that may be that my players weren't familiar enough to drop old habits. [/QUOTE]
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