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General Tabletop Discussion
*Dungeons & Dragons
Magic Item Creation: Which book should contain rules for magic item creation?
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<blockquote data-quote="Balesir" data-source="post: 6291089" data-attributes="member: 27160"><p>The real life friends are real; the characters in the game are not. Would you plan and write a novel with the aim of pleasing the characters in it? Would you propose making a film (movie) for the benefit of its lead characters? Or a play or a TV programme? It makes no sense - the characters in the story are not real. You make movies and plays and books and TV programmes for the audience, not the characters -= even just the main ones. Likewise, you should plan and design roleplaying scenarios and systems for the players playing the game; <em>they</em> are real people, the characters are not.</p><p></p><p>How you might view things while in the act of <strong><em>playing</em></strong> the game is a very different matter. If I'm playing a character in an RPG, that character (and their wants and needs) are naturally at the forefront of my mind; I envision them, however briefly, as fully fleshed-out characters and imagine them as "real" in the context of the game. But if I let this romantic engagement with the character and game world carry over into my pre-game planning and design I am making an important error.</p><p></p><p></p><p>I imagine that either they did not think clearly about what they were saying, or that they meant it as some sort of reward for the player. If it was the latter, then I still think they have presented a rather shallow and ultimately lustreless "reward".</p><p></p><p></p><p>As I just said in reply to Mistwell, I don't think this way when I <em>play</em> RPGs, I just don't regard the point of view of a player to be a good vantage from which to <em>plan or design</em> RPGs.</p><p></p><p>I have been playing RPGs since around 1977. If I hadn't found it to be an agreeable hobby, I would hardly have continued with it this long. The time since 1977 has also afforded me considerable opportunity to analyse how RPGs work; this contemplation has led me to believe that, as with so much else in life, the surface appearances of RPG play generally give an impression that is often wrong and not infrequently misleading.</p></blockquote><p></p>
[QUOTE="Balesir, post: 6291089, member: 27160"] The real life friends are real; the characters in the game are not. Would you plan and write a novel with the aim of pleasing the characters in it? Would you propose making a film (movie) for the benefit of its lead characters? Or a play or a TV programme? It makes no sense - the characters in the story are not real. You make movies and plays and books and TV programmes for the audience, not the characters -= even just the main ones. Likewise, you should plan and design roleplaying scenarios and systems for the players playing the game; [I]they[/I] are real people, the characters are not. How you might view things while in the act of [B][I]playing[/I][/B] the game is a very different matter. If I'm playing a character in an RPG, that character (and their wants and needs) are naturally at the forefront of my mind; I envision them, however briefly, as fully fleshed-out characters and imagine them as "real" in the context of the game. But if I let this romantic engagement with the character and game world carry over into my pre-game planning and design I am making an important error. I imagine that either they did not think clearly about what they were saying, or that they meant it as some sort of reward for the player. If it was the latter, then I still think they have presented a rather shallow and ultimately lustreless "reward". As I just said in reply to Mistwell, I don't think this way when I [I]play[/I] RPGs, I just don't regard the point of view of a player to be a good vantage from which to [I]plan or design[/I] RPGs. I have been playing RPGs since around 1977. If I hadn't found it to be an agreeable hobby, I would hardly have continued with it this long. The time since 1977 has also afforded me considerable opportunity to analyse how RPGs work; this contemplation has led me to believe that, as with so much else in life, the surface appearances of RPG play generally give an impression that is often wrong and not infrequently misleading. [/QUOTE]
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Magic Item Creation: Which book should contain rules for magic item creation?
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