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Mearls' Legends and Lore (or, "All Roads Lead to Rome, Redux")
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<blockquote data-quote="nnms" data-source="post: 5491029" data-attributes="member: 83293"><p>I didn't get that from what he was saying at all. Not one bit. I think you might be reading that into it.</p><p></p><p>What I thought he was talking about is that after around 6th level, certain characters gain abilities that can do so much in terms of solving problems and facing challenges that the average DM has no reliable way to challenge the players and create interesting situations.</p><p></p><p>The only thing it has to do with DM improv is that you better be good at it when a player says "I cast this spell" and the situation you've presented them with is suddenly solved and the challenge met, 15 minutes into a 4 hour play session.</p><p></p><p></p><p></p><p>No, the intent was to make it easier to DM, in whatever approach the DM wanted to take regarding the group's level of improv and collaboration.</p><p></p><p>What it was meant to stop is:</p><p></p><p>DM: "So you just finished examing the prince's body. It was definitely murder."</p><p>Player1: "Do you think it was assassination?"</p><p>Player2: "Probably a local issue-- a crime of passion perhaps?"</p><p>Player3: "I cast UltraDivination!"</p><p>MYSTERY SOLVED!</p><p></p><p></p><p></p><p>No, Heinsoo made it clear that the players shouldn't be able to just press the easy button (bop) and resolve the situation by one declarative statement of which spell was cast or which ability was used.</p><p> </p><p></p><p></p><p>First of all, just let yourself be one of the good DMs he talks about. Now see if you can't put yourself in the shoes of someone who doesn't have your mad skills. You've just prepared a murder mystery that's heavy on the improv and with no set way that you've chosen that the myster must be solved. They can make any assumptions they like, talk to whom they like, etc.,. And then with the casting of a single spell it's all gone. All that prep. The entire situation.</p><p></p><p>You might be able to go "awesome!" and instantly change the game session from a murder mystery to an attempt to capture the perp. From a procedural to an action chase scene. But not everyone will be able to do it, and for those DMs, the system gives them a big groin punch.</p><p></p><p>Also, if these instances are always possible and a PC of appropriate level will pretty much reliably have the ability to create them, then that's an exclusion of play styles just as much as a system where you can't just say "I cast fly" and bypass an interesting terrain related puzzle.</p></blockquote><p></p>
[QUOTE="nnms, post: 5491029, member: 83293"] I didn't get that from what he was saying at all. Not one bit. I think you might be reading that into it. What I thought he was talking about is that after around 6th level, certain characters gain abilities that can do so much in terms of solving problems and facing challenges that the average DM has no reliable way to challenge the players and create interesting situations. The only thing it has to do with DM improv is that you better be good at it when a player says "I cast this spell" and the situation you've presented them with is suddenly solved and the challenge met, 15 minutes into a 4 hour play session. No, the intent was to make it easier to DM, in whatever approach the DM wanted to take regarding the group's level of improv and collaboration. What it was meant to stop is: DM: "So you just finished examing the prince's body. It was definitely murder." Player1: "Do you think it was assassination?" Player2: "Probably a local issue-- a crime of passion perhaps?" Player3: "I cast UltraDivination!" MYSTERY SOLVED! No, Heinsoo made it clear that the players shouldn't be able to just press the easy button (bop) and resolve the situation by one declarative statement of which spell was cast or which ability was used. First of all, just let yourself be one of the good DMs he talks about. Now see if you can't put yourself in the shoes of someone who doesn't have your mad skills. You've just prepared a murder mystery that's heavy on the improv and with no set way that you've chosen that the myster must be solved. They can make any assumptions they like, talk to whom they like, etc.,. And then with the casting of a single spell it's all gone. All that prep. The entire situation. You might be able to go "awesome!" and instantly change the game session from a murder mystery to an attempt to capture the perp. From a procedural to an action chase scene. But not everyone will be able to do it, and for those DMs, the system gives them a big groin punch. Also, if these instances are always possible and a PC of appropriate level will pretty much reliably have the ability to create them, then that's an exclusion of play styles just as much as a system where you can't just say "I cast fly" and bypass an interesting terrain related puzzle. [/QUOTE]
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