Clearly not as many as are willing to pay WotC to take it out.BryonD said:And yet some people are willing to pay WotC for the privilege to keep doing it.
Clearly not as many as are willing to pay WotC to take it out.BryonD said:And yet some people are willing to pay WotC for the privilege to keep doing it.
Lizard said:I'm writing the history of my world, and I want to know if it's sensible to have an army of average soldiers hold off a demon horde for...a day? A week? A month?
hong said:Make it up.
I don't know. Do you want to buy what WotC is selling?Lizard said:Then what will WOTC sell me?
Kishin said:J. Michael Straczynski, creator of Babylon 5, was once asked how fast White Stars (a highly advance ship type in the B5 universe) moved. He responded with 'at the speed of plot'. If the story was served by them getting there in time, they did. If not/if it required them to not be there, they weren't.
I know I just totally spouted anathema to you, but maybe you should give it a second thought.
Lizard said:Yes, and if you think that didn't make writing the Galaxy Guide a total PITA, you're wrong.![]()
Lizard said:I do that when I have to. But I often find it more interesting to derive plots from the universe, then to impose my plots ON the universe.
It isn't that things don't "really" work that way. They do work that way. For the PCs during the course of their adventure.Andor said:I too am afraid that may be the case. I hope not, but I can't know untill I see the books. Again, I don't demand the rules emulate our reality, just that they stay true to their own and there is no pretense that this isn't really how things work.
And that's rather the point. These books are supposed to be funny by how absurd it is that the people are essentially living in a game of D&D and know the rules when they shouldn't.Andor said:For a literary example consider Terry Pratchett's Diskworld novels. This is a world of narrative causality, and the people who live in that world know it. This occasionally results in them trying to game the system, sometimes it works, usually it's just funny.
I don't think he IS beaten about the face with that. From your character's point of view he goes on an adventure, defeats some monsters, some of which he takes down quickly as he catches them off guard or they are just poor fighters. Some of them managed to dodge out of the way or deflect his blows and it takes him a while to break through and strike that final blow.Andor said:I'm not saying that while playing 3.x D&D I forget I'm playing a game, but I don't feel like my character is being beaten about the face and shoulders with the unreality of his own world. :/
Kishin said:I doubt he had the Galaxy Guide in mind at the time.
It also amuses me that I brought up that example, only to bounce over to the other thread and see you mention Straczynski there.![]()
I don't find the two to be mutually exclusive (I'm not sure if you're saying you do, though). I guess I don't see 4E preventing me from deriving plots from worldbuilding, which I also enjoy.
Lizard said:I am of the type who, when desperate, will flip open a monster manual until I find a critter which implies a plot to me, then build a plot around it -- at least enough to get by. (I rarely do more than 30 minutes prep for my 3e games; indeed, I'll sometimes brag to players that "Hey, I actually did prep work this time!") From what I've seen of 4e, it works the other way -- you get an idea then find monsters to fill it. Everything has a niche, a role, a purpose, and can't easily go beyond it. Encounters are more complex, involving larger numbers of monsters. Terrain and tactical options are more important. Everyone says it's easier to ad-hoc things in 4e, but I don't see how; stuff I used to fudge because it didn't matter now becomes vital due to expanded player movement abilities and the wide range of tactical positioning options.
It is easier in that, since you have complete monsters in various forms, you can quickly go. Okay, I need a orc who can take a lot of damage, *finds a Orc Brute puts in game*.Lizard said:Everyone says it's easier to ad-hoc things in 4e, but I don't see how; stuff I used to fudge because it didn't matter now becomes vital due to expanded player movement abilities and the wide range of tactical positioning options.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.