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<blockquote data-quote="Sunseeker" data-source="post: 5926664"><p>Strikes me as language very similar to that of power gamers.</p><p></p><p>Not wanting to make choices in advance, not wanting to bother with the details, not wanting to really make a character but more of a stat-monster, wanting a lot of information beforehand.</p><p></p><p>I agree that there is some merit in having advance knowledge, but to me, it seems somewhat counter to how I feel games like D&D should be. You play what you <em>want</em> to play, what you <em>want</em> to be, not what you <em>need</em> to be in order to get ahead.</p><p></p><p>I don't have any problems with his ideas though, pregens are great for quick games, but I wouldn't consider them valuable in the long-run for player investment. No front-loading is fine by me, it eliminates class-dipping that I despise so greatly. And being able to make a character quickly, even if you're new, is always a good thing.</p><p></p><p>To be honest, I can see some of this ideology in the DDN classes.</p><p></p><p>Themes and Backgrounds are "don't sweat the small stuff" decisions that allow you to make one big decision which makes a bunch of small decisions for you. Classes aren't <em>quite</em> as frontloaded as they used to be, with more of that falling into those "big quick choices".</p><p></p><p></p><p>I really care about the characters I create, so long character creation times doesn't bother me. I'm not out to make a stat-monster, and every time I've made something quick and dirty like that after about 2 sessions I hate it. Those characters are flat, boring, and as a writer make me just cringe.</p></blockquote><p></p>
[QUOTE="Sunseeker, post: 5926664"] Strikes me as language very similar to that of power gamers. Not wanting to make choices in advance, not wanting to bother with the details, not wanting to really make a character but more of a stat-monster, wanting a lot of information beforehand. I agree that there is some merit in having advance knowledge, but to me, it seems somewhat counter to how I feel games like D&D should be. You play what you [I]want[/I] to play, what you [I]want[/I] to be, not what you [I]need[/I] to be in order to get ahead. I don't have any problems with his ideas though, pregens are great for quick games, but I wouldn't consider them valuable in the long-run for player investment. No front-loading is fine by me, it eliminates class-dipping that I despise so greatly. And being able to make a character quickly, even if you're new, is always a good thing. To be honest, I can see some of this ideology in the DDN classes. Themes and Backgrounds are "don't sweat the small stuff" decisions that allow you to make one big decision which makes a bunch of small decisions for you. Classes aren't [I]quite[/I] as frontloaded as they used to be, with more of that falling into those "big quick choices". I really care about the characters I create, so long character creation times doesn't bother me. I'm not out to make a stat-monster, and every time I've made something quick and dirty like that after about 2 sessions I hate it. Those characters are flat, boring, and as a writer make me just cringe. [/QUOTE]
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