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Minion Fist Fights
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<blockquote data-quote="AZRogue" data-source="post: 4218193" data-attributes="member: 3963"><p>I don't consider myself a narrativist player or DM. I think I'm just a mix, really. I know that Rolemaster/MERP is my second favorite RPG, followed lately by d20 Modern and Cyberpunk, so I think I'm probably a mix of whatever "-isms" we're using nowadays. </p><p></p><p>So, in that light, I see Minion rules as providing a valuable shortcut for something I've ALWAYS done anyway. I don't think it's new. As a DM I was always looking for ways to save time and I've never cared if the mechanics can simulate NPCs working amongst themselves; I've only ever cared about what the PCs experience on their side of the table. I know that I can't be the only DM who had a list of six or seven generic stat blocks (THAC0, AC, DMG, HP, one Save for all things, etc.) on a sheet of paper with me for the occasional wandering monster or surprise fight. I had them labeled from really bad in melee to really deadly, based on my players current stats, and would use the statblock I wanted. My game never broke and it freed me up to worry about more important things like introducing plot hooks, mystery clues to be uncovered a year later, and story arcs.</p></blockquote><p></p>
[QUOTE="AZRogue, post: 4218193, member: 3963"] I don't consider myself a narrativist player or DM. I think I'm just a mix, really. I know that Rolemaster/MERP is my second favorite RPG, followed lately by d20 Modern and Cyberpunk, so I think I'm probably a mix of whatever "-isms" we're using nowadays. So, in that light, I see Minion rules as providing a valuable shortcut for something I've ALWAYS done anyway. I don't think it's new. As a DM I was always looking for ways to save time and I've never cared if the mechanics can simulate NPCs working amongst themselves; I've only ever cared about what the PCs experience on their side of the table. I know that I can't be the only DM who had a list of six or seven generic stat blocks (THAC0, AC, DMG, HP, one Save for all things, etc.) on a sheet of paper with me for the occasional wandering monster or surprise fight. I had them labeled from really bad in melee to really deadly, based on my players current stats, and would use the statblock I wanted. My game never broke and it freed me up to worry about more important things like introducing plot hooks, mystery clues to be uncovered a year later, and story arcs. [/QUOTE]
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