I voted DMG, because I don't always use the IC rules RAW. No use confusing the players.
Huah...
I voted DMG, because I don't always use the IC rules RAW. No use confusing the players.
When designing the game world I just inhabit the mindspace of the god(s) that created it.Playing an RPG while "inhabiting the mindspace" of a character in the game world makes sense. Trying to design the game world while inhabiting such mind space does not make sense. That's what I'm saying.
I am saying that one goal of the game is immersion, and that you appear to not only prefer to disassociate from immersion, but to deride those who do enjoy it.
When designing the game world I just inhabit the mindspace of the god(s) that created it.
Lanefan
Yeah, me too to a large extent - I was mostly joking above.Really? And that's not meant to be snarky in the slightest. It's an honest question.
When I design a game world I always start from the point of view of what kind of adventures do I want to run in this world? Everything for me flows from that starting point.
I'd say that that is one of your goals. Not a goal of the game.
I think if you read play reports from late-70s tournaments like the G-series or ToH, you'll see that people are mostly playing in what is sometimes called "pawn" stance.Playing D&D without any sense of immersion?
the form is important. Players frequently form attachments to their PCs - rewarding the PC makes use of the emotional attachment. You can ignore that connection, but you're discarding a strong and useful tool in so doing.
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Give them something that means something to the function of the character, they'll recognize the value.
There seem to me to be two strands in these passages, which correspond (more-or-less) to what seem to me to be two strands of thinking about items as rewards.you don't need to give magic items. Nobody's arguing that magic is the *ONLY* reward available.
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It shouldn't really be a surprise, or arguable, that a magic sword would often be appealing to a fighter, or the player whose hobby is running that character.
Your (a) through (c) have implications:Sure, they may mean those things with your particular spin on them. But I think they all suggest a dysfunctional mentality toward the game and players. They could mean:
a) That the players will be able to take on tougher challenges, enabling them to survive deeper into the story or risky environment where the rewards are even better and more interesting.
b) That the mission/task/quest to be achieved will be easier and quicker to achieve, enabling the players to take on more quests and tasks without getting bogged down in frustrating slogs. Yay!
or c) That the power-up has little relevance to the previously planned challenges so the GM uses the new powers to open up new and more varied play environments now that the PC have the ability to enter or interact them.
Without wanting to be disrespectful, I think that this comment slightly misses the point. Games can be better or worse designed for certain purposes. Good game designers should think about those things - you can see, in 4e for instance, the attempt of good designers to maintain classic D&D tropes (like magic items as rewards for players) while accommodating them to changes in playstyle that mean their Gygaxian function is no longer relevant. (They also tried to avoid adventure path style too - wishlists are part of that, for instance, putting the choice back into the players' hands but at the metagame level rather than via Gygaxian mega-dungeon sandboxing.)Really, guys, this isn't rocket science. There are times when the high-concept gaming theory gets in the way of remembering there are people playing the game. Just people. Not theoretical emotionless people with theoretical game agendas. But this guy named Joe who likes killing orcs.