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Letting Players Narrate in the Game?
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<blockquote data-quote="JoeGKushner" data-source="post: 5316182" data-attributes="member: 1129"><p>This is something that I think Wizards of the Coast should seize with both hands. With the problems of having a non-ending horde of crunch for the DDI every month, instead of coming up with ideas still in playtest and passing them off as articles, come out with things that push the players to experiement with new play styles.</p><p></p><p>While the DMG2 does a great job of giving the GM a lot of options in terms of how he presents the game, the PHB2 and PHB3 are essentially just big books of crunch. And while I like crunch as much as the next guy, if that crunch as no context, it's essentially crunch masterbation. </p><p></p><p>There needs to be more articles not about 'saying yes' to players in terms of letting they play every piece of crunch, which is in and of itself another subject, but more articles about different play styles and how those play styles may work with D&D.</p><p></p><p>Hamelt's Hit Points has like a sentence on this saying something like, "Yeah, players may not know how to do it." and I'm thinking, and your answer to that is? But there wasn't one.</p><p></p><p>If all the books are aimed at the limited crowd of the GM in terms of bringing different play styles home, and a game like D&D is aimed at six people, what are the odds everyone's going to be anywhere near the same page?</p></blockquote><p></p>
[QUOTE="JoeGKushner, post: 5316182, member: 1129"] This is something that I think Wizards of the Coast should seize with both hands. With the problems of having a non-ending horde of crunch for the DDI every month, instead of coming up with ideas still in playtest and passing them off as articles, come out with things that push the players to experiement with new play styles. While the DMG2 does a great job of giving the GM a lot of options in terms of how he presents the game, the PHB2 and PHB3 are essentially just big books of crunch. And while I like crunch as much as the next guy, if that crunch as no context, it's essentially crunch masterbation. There needs to be more articles not about 'saying yes' to players in terms of letting they play every piece of crunch, which is in and of itself another subject, but more articles about different play styles and how those play styles may work with D&D. Hamelt's Hit Points has like a sentence on this saying something like, "Yeah, players may not know how to do it." and I'm thinking, and your answer to that is? But there wasn't one. If all the books are aimed at the limited crowd of the GM in terms of bringing different play styles home, and a game like D&D is aimed at six people, what are the odds everyone's going to be anywhere near the same page? [/QUOTE]
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