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Narrative Space Options for non-spellcasters
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<blockquote data-quote="Balesir" data-source="post: 6153041" data-attributes="member: 27160"><p>Thanks for the response - would xp but apparently I must spread the love more...</p><p></p><p>Sure - and at the opposite end, why do we need rules at all? This was always a continuum - or, as I increasingly think, several continua, since different game "purposes" require different "targets" for the rules. Some don't relate to the processes happening in the game space directly at all; that's only needed for a fairly specific style of play.</p><p></p><p>Yeah, I have (and have played) WoA, but it's a very different thing. That starts to be rules taking over the GM's role in setting up and framing encounters and scenarios. In the sense of setting the "situation" or context within which what ends up as the "story" will develop, I regard that as a key division in the D&D version of roleplaying.</p><p></p><p>Nice summary; I agree that's a possible approach and I agree with the problem it generates.</p><p></p><p>I agree, but this is what I think is accepted when I accept a class-based system for the game I'm going to run. I have plenty of other systems where "casting spells" is not limited to specific "classes", it's a character generation OR development choice that has costs and benefits. But D&D has never worked like that, ergo I assume that 'classes' set up certain artificial boundaries as to what a character may and may not (learn to) do. I guess this is another area where there seems to me to be an artificial divide that says "mundane stuff is stuff anyone can learn, but it's impossible for mundane folks to learn spells because magic".</p><p></p><p>I don't think that neccessarily both options can't coexist in the same game, but using the "freeform" option always requires accepting that the way your character's abilities will work in the world will be according to someone else's model of the world. Rules' major function in this respect is providing all players with a common understanding of how the game world works. Without the rules one person simply decides how the world works; if this is "in tune" with how you as a player sees it, you're golden, but if it's not you may be screwed.</p></blockquote><p></p>
[QUOTE="Balesir, post: 6153041, member: 27160"] Thanks for the response - would xp but apparently I must spread the love more... Sure - and at the opposite end, why do we need rules at all? This was always a continuum - or, as I increasingly think, several continua, since different game "purposes" require different "targets" for the rules. Some don't relate to the processes happening in the game space directly at all; that's only needed for a fairly specific style of play. Yeah, I have (and have played) WoA, but it's a very different thing. That starts to be rules taking over the GM's role in setting up and framing encounters and scenarios. In the sense of setting the "situation" or context within which what ends up as the "story" will develop, I regard that as a key division in the D&D version of roleplaying. Nice summary; I agree that's a possible approach and I agree with the problem it generates. I agree, but this is what I think is accepted when I accept a class-based system for the game I'm going to run. I have plenty of other systems where "casting spells" is not limited to specific "classes", it's a character generation OR development choice that has costs and benefits. But D&D has never worked like that, ergo I assume that 'classes' set up certain artificial boundaries as to what a character may and may not (learn to) do. I guess this is another area where there seems to me to be an artificial divide that says "mundane stuff is stuff anyone can learn, but it's impossible for mundane folks to learn spells because magic". I don't think that neccessarily both options can't coexist in the same game, but using the "freeform" option always requires accepting that the way your character's abilities will work in the world will be according to someone else's model of the world. Rules' major function in this respect is providing all players with a common understanding of how the game world works. Without the rules one person simply decides how the world works; if this is "in tune" with how you as a player sees it, you're golden, but if it's not you may be screwed. [/QUOTE]
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