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<blockquote data-quote="AbdulAlhazred" data-source="post: 5631777" data-attributes="member: 82106"><p>Hmmm, missed a couple posts there... Yeah, I think there's a leeriness on the part of the D&D dev community to tread into the water of 'meta-mechanics'. This is something that the game seems to have studiously avoided all along. Even 4e's APs are really CHARACTER resources, whereas a 'fate point' is really a player resource and thus managing it is meta-game. There's also a kind of issue of "why can't I do this" involved. "Oh you don't have any fate points, you can't have your character do cool thing X" is one thing, which daily powers kind of do in 4e. </p><p></p><p>But now lets say you put the farmers at risk to get a fate point, why NARRATIVELY did you do that? It may create a new aspect to the story, but from the PC's perspective why did he do it? There certainly can be a narrative answer to that, but I often found that kind of mechanic to seem a bit forced. You can explain it like BW does with an aspect of your character "well, I'm just greedy, so of course I borrow the money from the lone shark to up my bet at the track!" but it does really seem a bit foreign to the whole "We're a band of heroes, we go around kicking butt" that is where D&D in general mostly is at.</p><p></p><p>And yes, I'm sure SCs can be much better explained and the examples provided are generally poor. Given that the DMG2 ones are only incrementally better than the DMG1 examples, and even Mike's series on SCs barely touched on a lot of stuff (and forms a large part of the DMG2 discussion anyway in edited form) it seems to me that there's just not a huge amount of expertise there with this kind of thing. I am not sure why that is because it seems like there are plenty of experienced game designers at WotC, but I'm pretty sure I've created some significantly better examples myself than they've done in the books and I'm SURE I'm nowhere near the writer that James Wyatt is, lol! </p><p></p><p>Maybe it really is just a profound reluctance to introduce any kind of narrative rules or meta-resources into D&D. They might feel like the game hasn't needed them and is better off as the prime example of its kind. I dunno. WotC was kind of burned by things like Everway that really tried to do some original stuff in that space? Beats me. I guess you could chalk it up to just "we do our thing and BW does its thing".</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 5631777, member: 82106"] Hmmm, missed a couple posts there... Yeah, I think there's a leeriness on the part of the D&D dev community to tread into the water of 'meta-mechanics'. This is something that the game seems to have studiously avoided all along. Even 4e's APs are really CHARACTER resources, whereas a 'fate point' is really a player resource and thus managing it is meta-game. There's also a kind of issue of "why can't I do this" involved. "Oh you don't have any fate points, you can't have your character do cool thing X" is one thing, which daily powers kind of do in 4e. But now lets say you put the farmers at risk to get a fate point, why NARRATIVELY did you do that? It may create a new aspect to the story, but from the PC's perspective why did he do it? There certainly can be a narrative answer to that, but I often found that kind of mechanic to seem a bit forced. You can explain it like BW does with an aspect of your character "well, I'm just greedy, so of course I borrow the money from the lone shark to up my bet at the track!" but it does really seem a bit foreign to the whole "We're a band of heroes, we go around kicking butt" that is where D&D in general mostly is at. And yes, I'm sure SCs can be much better explained and the examples provided are generally poor. Given that the DMG2 ones are only incrementally better than the DMG1 examples, and even Mike's series on SCs barely touched on a lot of stuff (and forms a large part of the DMG2 discussion anyway in edited form) it seems to me that there's just not a huge amount of expertise there with this kind of thing. I am not sure why that is because it seems like there are plenty of experienced game designers at WotC, but I'm pretty sure I've created some significantly better examples myself than they've done in the books and I'm SURE I'm nowhere near the writer that James Wyatt is, lol! Maybe it really is just a profound reluctance to introduce any kind of narrative rules or meta-resources into D&D. They might feel like the game hasn't needed them and is better off as the prime example of its kind. I dunno. WotC was kind of burned by things like Everway that really tried to do some original stuff in that space? Beats me. I guess you could chalk it up to just "we do our thing and BW does its thing". [/QUOTE]
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