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On Behavioral Realism
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<blockquote data-quote="hawkeyefan" data-source="post: 7953986" data-attributes="member: 6785785"><p>I think if you want to know what a game is about as presented, you look at what actions are rewarded in play. So for D&D, what is that? What activity is promoted by the rules in the form of XP for the characters?</p><p></p><p>Generally, killing monsters or NPCs. </p><p></p><p>Sure, this can be tweaked or alternate activities can be rewarded or whatever else...yes. But when you do make changes, are they okay on their own? Do you need to change other parts of the system as a result?</p><p></p><p>So if I want my D&D game to focus on courtly intrigue, and I decide that the PCs will earn XP by furthering their goals through manipulation and spying and deception, but then I have all the activities resolved by individual skill checks....I don’t know if that’s all that compelling. Such a game may be fun to the group if they’re invested in it and if the GM really does a good job with it and narrates well and has interesting scenarios. </p><p></p><p>But as far as mechanics go....”I want to trick the count into thinking I’ll support his bid for power....I roll Deception....I got a 17” isn’t all that compelling on its own. </p><p></p><p>D&D is malleable, for sure. But there may be other systems that can get the desired effect more easily. Or perhaps a few rules or concepts from those games can be ported to D&D. There are different ways to approach it based on what the GM and players may want.</p><p></p><p>In the case of the OP, it sounds like they’re not looking for a new system by any means. The GM would just like if the characters behaved like actual people would. </p><p></p><p>This doesn’t require a new system. It needs a conversation to get everyone on the same page and then maybe some minor tweaks to get things to work.</p></blockquote><p></p>
[QUOTE="hawkeyefan, post: 7953986, member: 6785785"] I think if you want to know what a game is about as presented, you look at what actions are rewarded in play. So for D&D, what is that? What activity is promoted by the rules in the form of XP for the characters? Generally, killing monsters or NPCs. Sure, this can be tweaked or alternate activities can be rewarded or whatever else...yes. But when you do make changes, are they okay on their own? Do you need to change other parts of the system as a result? So if I want my D&D game to focus on courtly intrigue, and I decide that the PCs will earn XP by furthering their goals through manipulation and spying and deception, but then I have all the activities resolved by individual skill checks....I don’t know if that’s all that compelling. Such a game may be fun to the group if they’re invested in it and if the GM really does a good job with it and narrates well and has interesting scenarios. But as far as mechanics go....”I want to trick the count into thinking I’ll support his bid for power....I roll Deception....I got a 17” isn’t all that compelling on its own. D&D is malleable, for sure. But there may be other systems that can get the desired effect more easily. Or perhaps a few rules or concepts from those games can be ported to D&D. There are different ways to approach it based on what the GM and players may want. In the case of the OP, it sounds like they’re not looking for a new system by any means. The GM would just like if the characters behaved like actual people would. This doesn’t require a new system. It needs a conversation to get everyone on the same page and then maybe some minor tweaks to get things to work. [/QUOTE]
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