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NPC Ability Checks and Stunting or...Ogre Smash
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<blockquote data-quote="Nagol" data-source="post: 7006697" data-attributes="member: 23935"><p>It is absolutely a stylistic thing. But a stylistic thing that rules engines can make easier or harder for all the participants.</p><p></p><p>In the former, a developer will create situations for a variety of reasons that the players may or may not encounter and without regard as to the order encountered or how the party will engage if it does. The situations may be static in the absence of PC interaction or some level of development may be added to the scenario. The situations exist "outside" the characters in that fundamentally any or all the characters could be replaced and have little to no impact on the make up of the situation. Different parties may have different experiences with the situations depending on luck, tactics, insight, etc. but the nature of the situation is unchanged. </p><p></p><p>In the latter, the developer will typically create a series of situations on the fly. These situations will be based on results of previous situations, if any, and the nature of the characters present. These situations are typically inextricably linked to the characters and their current situation. Replacing characters would often lead to changing the nature of the situation as the original situation would no longer "make sense" for the group to engage.</p></blockquote><p></p>
[QUOTE="Nagol, post: 7006697, member: 23935"] It is absolutely a stylistic thing. But a stylistic thing that rules engines can make easier or harder for all the participants. In the former, a developer will create situations for a variety of reasons that the players may or may not encounter and without regard as to the order encountered or how the party will engage if it does. The situations may be static in the absence of PC interaction or some level of development may be added to the scenario. The situations exist "outside" the characters in that fundamentally any or all the characters could be replaced and have little to no impact on the make up of the situation. Different parties may have different experiences with the situations depending on luck, tactics, insight, etc. but the nature of the situation is unchanged. In the latter, the developer will typically create a series of situations on the fly. These situations will be based on results of previous situations, if any, and the nature of the characters present. These situations are typically inextricably linked to the characters and their current situation. Replacing characters would often lead to changing the nature of the situation as the original situation would no longer "make sense" for the group to engage. [/QUOTE]
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