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Narrative Space Options for non-spellcasters
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<blockquote data-quote="Umbran" data-source="post: 6148373" data-attributes="member: 177"><p>And there, you hit on a very real issue. Some folks find there to be a problem, and some don't. How many of each? We don't know, and we don't have the facility for the surveying that would tell us, and no, the folks on EN World don't give you a representative sample, as we are self-selected as game-analytical gearheads with a tendency to be critical and so many other things. </p><p></p><p>Fixing the problem in the rules fixes it for *everyone* - but if they didn't see a problem in the first place, you may well have introduced a new problem for those people. Unintended consequences happen.</p><p></p><p>There is also a basic issue that no set of mechanics will ever be flexible enough for RPG use, and also so solid that a bad GM can't flub them up for you. Every time you say, "add a mechanic to make it better" you are giving an opportunity for the GM to gloss over your new mechanical area, such that you're still irrelevant to a given scene. </p><p></p><p>Thus, I submit that education on adventure design (for the GM) and spotlight sharing (for everyone) should come *before* mechanical repairs.</p></blockquote><p></p>
[QUOTE="Umbran, post: 6148373, member: 177"] And there, you hit on a very real issue. Some folks find there to be a problem, and some don't. How many of each? We don't know, and we don't have the facility for the surveying that would tell us, and no, the folks on EN World don't give you a representative sample, as we are self-selected as game-analytical gearheads with a tendency to be critical and so many other things. Fixing the problem in the rules fixes it for *everyone* - but if they didn't see a problem in the first place, you may well have introduced a new problem for those people. Unintended consequences happen. There is also a basic issue that no set of mechanics will ever be flexible enough for RPG use, and also so solid that a bad GM can't flub them up for you. Every time you say, "add a mechanic to make it better" you are giving an opportunity for the GM to gloss over your new mechanical area, such that you're still irrelevant to a given scene. Thus, I submit that education on adventure design (for the GM) and spotlight sharing (for everyone) should come *before* mechanical repairs. [/QUOTE]
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Narrative Space Options for non-spellcasters
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