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Monte on Logic in RPGs
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<blockquote data-quote="chaochou" data-source="post: 5937023" data-attributes="member: 99817"><p>I liked the article for its positivity but I think it portrays an ideal which, for me, raised questions upon closer examination.</p><p></p><p></p><p></p><p>For example, Monte asserts that this can be done 'fairly and easily'. I'm less sure of that. Fairness is as much a perception as a thing. It's true I can easily decide an NPC has access to <em>Dispel Magic</em>. Whether it's perceived as fair or not is another matter.</p><p></p><p></p><p></p><p>These are highlighted as pitfalls. Monte doesn't call out solutions to them, although he does stress the need for 'solid GM advice.'</p><p></p><p>Personally, I think rpgs needs more than advice - they need procedure; how we play this thing right now at the table.</p><p></p><p>I'm thinking of things like:</p><p></p><p> - When you want your character to act, describe what he or she does and what he or she intends to achieve</p><p></p><p>- Never call for a roll unless the outcome matters to the player</p><p></p><p>- When you call for a roll tell the player what the outcome of success will be and the outcome of failure. The player may always reconsider before the dice are rolled.</p><p></p><p>These aren't mechanics and they aren't advice. They tell us what we're actually meant to do at the table with this specific game to get the fun the designer intended. A bit more on that here: <a href="http://lumpley.com/opine.html" target="_blank">anyway.</a></p><p></p><p>I don't say my procedures are the best for a game of AD&D, or 4e, just examples of the kind of thing I think every rpg should include - tailor made for that game.</p></blockquote><p></p>
[QUOTE="chaochou, post: 5937023, member: 99817"] I liked the article for its positivity but I think it portrays an ideal which, for me, raised questions upon closer examination. For example, Monte asserts that this can be done 'fairly and easily'. I'm less sure of that. Fairness is as much a perception as a thing. It's true I can easily decide an NPC has access to [I]Dispel Magic[/I]. Whether it's perceived as fair or not is another matter. These are highlighted as pitfalls. Monte doesn't call out solutions to them, although he does stress the need for 'solid GM advice.' Personally, I think rpgs needs more than advice - they need procedure; how we play this thing right now at the table. I'm thinking of things like: - When you want your character to act, describe what he or she does and what he or she intends to achieve - Never call for a roll unless the outcome matters to the player - When you call for a roll tell the player what the outcome of success will be and the outcome of failure. The player may always reconsider before the dice are rolled. These aren't mechanics and they aren't advice. They tell us what we're actually meant to do at the table with this specific game to get the fun the designer intended. A bit more on that here: [url=http://lumpley.com/opine.html]anyway.[/url] I don't say my procedures are the best for a game of AD&D, or 4e, just examples of the kind of thing I think every rpg should include - tailor made for that game. [/QUOTE]
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