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New Legends & Lore: Player vs. Character
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<blockquote data-quote="Rolflyn" data-source="post: 5672468" data-attributes="member: 48146"><p>I think it is very subjective, but I know when I'm having fun and when I'm not. Rolling to answer a riddle is not fun to me. Rolling to hit a demon in combat is fun. Your reversed game would not hold my attention for very long.</p><p></p><p>For example, imagine playing Trivial Pursuit. I do this occasionally and find it fun. Now imagine playing Trivial Pursuit, but instead of answering the questions, you roll a skill check and succeed or fail. I wouldn't make it through a single game. Now what if maybe you first build a character to play with who is good at Entertainment but sucks at Science. This might be worth a game or two, but still not as fun to me as the original game.</p><p></p><p>On the other hand, take a pure combat game like Warhammer Quest or Castle Ravenloft and make it about description and it similarly falls apart for me.</p><p></p><p></p><p></p><p>This would be a game I would stay far away from. I play games to enjoy them and reversing the parts I find fun into their to-me-less-fun counterparts wouldn't work for me. But I would wonder if it works for someone else.</p><p></p><p></p><p></p><p>I don't think danger is quite it. You could describe touching an object and have the results be damage.</p><p></p><p>I think it could come down to the adequacy of the description. </p><p></p><p>When you "I search the statue," there is definitely a chance of success to that action (something on the statue) and failure (nothing there). When you describe "I jump the ravine" or "I hit it with my sword" there isn't anything to go off of to determine the success or failure.</p><p></p><p>Similarly, when I try to convince the titan to stop working as a guard for the prison of the very gods that previously imprisioned him, I could succeed (good point) or fail (he doesn't see it that way).</p><p></p><p>I suppose some could find describing jumping techniques or fencing moves adequate for combat, but I would probably not.</p></blockquote><p></p>
[QUOTE="Rolflyn, post: 5672468, member: 48146"] I think it is very subjective, but I know when I'm having fun and when I'm not. Rolling to answer a riddle is not fun to me. Rolling to hit a demon in combat is fun. Your reversed game would not hold my attention for very long. For example, imagine playing Trivial Pursuit. I do this occasionally and find it fun. Now imagine playing Trivial Pursuit, but instead of answering the questions, you roll a skill check and succeed or fail. I wouldn't make it through a single game. Now what if maybe you first build a character to play with who is good at Entertainment but sucks at Science. This might be worth a game or two, but still not as fun to me as the original game. On the other hand, take a pure combat game like Warhammer Quest or Castle Ravenloft and make it about description and it similarly falls apart for me. This would be a game I would stay far away from. I play games to enjoy them and reversing the parts I find fun into their to-me-less-fun counterparts wouldn't work for me. But I would wonder if it works for someone else. I don't think danger is quite it. You could describe touching an object and have the results be damage. I think it could come down to the adequacy of the description. When you "I search the statue," there is definitely a chance of success to that action (something on the statue) and failure (nothing there). When you describe "I jump the ravine" or "I hit it with my sword" there isn't anything to go off of to determine the success or failure. Similarly, when I try to convince the titan to stop working as a guard for the prison of the very gods that previously imprisioned him, I could succeed (good point) or fail (he doesn't see it that way). I suppose some could find describing jumping techniques or fencing moves adequate for combat, but I would probably not. [/QUOTE]
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