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Mearls' "Stop, Thief!" Article
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<blockquote data-quote="pemerton" data-source="post: 5575866" data-attributes="member: 42582"><p>The DMG doesn't seem to me to stress <em>any</em> way of playing. It's reward rules, for example, don't seem to me to support gamism in any but the most low-key sense, that Balesir has described as "OK, you could handle it at <em>that</em> level of complexity, but what about when we amp it all up a notch or two?"</p><p></p><p>And DMG2 seems to me to be aimed at supporting HeroQuest style play to quite a degree, given that it reproduces almost directly big chunks of the HeroQuest revised rulebook (on pacing, challenge design and some elements of action resolution).</p><p> </p><p>The stuff on vignettes in DMG2, plus the sample campaign arcs in DMG2, Underdark, Plane Above etc also seem to me not especially aimed at gamist play. Certainly, they all sugggest strong thematic content and seem intended to leave the resolution of that content in the hands of the players. As models for campaigns, they don't look radically at odds from the approach I enjoy.</p><p> </p><p>Damage is what a striker contributes to a party <em>in combat.</em> But combat is not all of the game. And a striker can contribute satisfactory damage, and have a particular capacity to contribute damage, without necessarily contributing maximum possible damage.</p><p> </p><p>I haven't run or played that encounter, although have heard that it is hard.</p><p></p><p>I'm not sure what the force of the "nothing more" is. The way a GM builds and then adjudicates encounters has a pretty big impact on the play of the game. But the rules don't seem to me to encourage building encounters that are <em>nothing more</em> than tests of endurance and tactics for the players. There's alot of flavour text, for example, in the Monster Manuals (even the first one, contrary to popular opinion). I like to put that text, plus more of my own, to work. In doing that I don't feel that I'm pushing against the system or disregarding any authorial directives.</p></blockquote><p></p>
[QUOTE="pemerton, post: 5575866, member: 42582"] The DMG doesn't seem to me to stress [I]any[/I] way of playing. It's reward rules, for example, don't seem to me to support gamism in any but the most low-key sense, that Balesir has described as "OK, you could handle it at [I]that[/I] level of complexity, but what about when we amp it all up a notch or two?" And DMG2 seems to me to be aimed at supporting HeroQuest style play to quite a degree, given that it reproduces almost directly big chunks of the HeroQuest revised rulebook (on pacing, challenge design and some elements of action resolution). The stuff on vignettes in DMG2, plus the sample campaign arcs in DMG2, Underdark, Plane Above etc also seem to me not especially aimed at gamist play. Certainly, they all sugggest strong thematic content and seem intended to leave the resolution of that content in the hands of the players. As models for campaigns, they don't look radically at odds from the approach I enjoy. Damage is what a striker contributes to a party [I]in combat.[/I] But combat is not all of the game. And a striker can contribute satisfactory damage, and have a particular capacity to contribute damage, without necessarily contributing maximum possible damage. I haven't run or played that encounter, although have heard that it is hard. I'm not sure what the force of the "nothing more" is. The way a GM builds and then adjudicates encounters has a pretty big impact on the play of the game. But the rules don't seem to me to encourage building encounters that are [I]nothing more[/I] than tests of endurance and tactics for the players. There's alot of flavour text, for example, in the Monster Manuals (even the first one, contrary to popular opinion). I like to put that text, plus more of my own, to work. In doing that I don't feel that I'm pushing against the system or disregarding any authorial directives. [/QUOTE]
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