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<blockquote data-quote="Neonchameleon" data-source="post: 6060241" data-attributes="member: 87792"><p>Can I ask on which points you consider my perspective to be unusual and idiosyncratic?</p><p></p><p></p><p></p><p>If I wanted the <em>fastest</em> story possible I wouldn't touch D&D with a ten foot barge pole. As systems go it's pretty heavy. I value quality rather than length - if my character is a fighter then fighting is a big part of what he does I want the way he fights to reflect that and there to be things on the line. I want the fight scene to be meaningful - for how see <a href="http://kfmonkey.blogspot.co.uk/2005/12/writing-action-scenes.html" target="_blank">John Rogers on writing action scenes</a> - 4e provides this with the tactics and the powers, or a game that encourages more narrative like Dogs in the Vineyard, Marvel Heroic Roleplaying, or even Wushu works but in a very differernt way. Alternatively I want something close to the Tunnels and Trolls model (I believe Dungeon World also qualifies) where you have a fairly simple roll-off to cover the lot.</p><p></p><p></p><p></p><p>I simply don't see length of time as a meaningful metric. The metric that's meaningful to the story is not so much the in game length of time as the stakes involved. I have no problem spending an hour on a minute's worth of nailbiting combat where there is an at least apparently significant chance of death or failure. On the other hand I'd have a serious problem spending a minute on the five minutes it takes my character to take a dump (unless something incredibly unusual happens). And "filler combats" are just irritating.</p><p></p><p></p><p></p><p>This is even worse - that the wizard has more meaningful options than the fighter at the area the fighter is meant to specialise in.</p><p></p><p></p><p></p><p>And that's almost the opposite of what I want. I want choice at the point of impact to be meaningful. Which makes the numbers already generated only one factor rather than something that almost predetermines the outcome.</p></blockquote><p></p>
[QUOTE="Neonchameleon, post: 6060241, member: 87792"] Can I ask on which points you consider my perspective to be unusual and idiosyncratic? If I wanted the [I]fastest[/I] story possible I wouldn't touch D&D with a ten foot barge pole. As systems go it's pretty heavy. I value quality rather than length - if my character is a fighter then fighting is a big part of what he does I want the way he fights to reflect that and there to be things on the line. I want the fight scene to be meaningful - for how see [URL="http://kfmonkey.blogspot.co.uk/2005/12/writing-action-scenes.html"]John Rogers on writing action scenes[/URL] - 4e provides this with the tactics and the powers, or a game that encourages more narrative like Dogs in the Vineyard, Marvel Heroic Roleplaying, or even Wushu works but in a very differernt way. Alternatively I want something close to the Tunnels and Trolls model (I believe Dungeon World also qualifies) where you have a fairly simple roll-off to cover the lot. I simply don't see length of time as a meaningful metric. The metric that's meaningful to the story is not so much the in game length of time as the stakes involved. I have no problem spending an hour on a minute's worth of nailbiting combat where there is an at least apparently significant chance of death or failure. On the other hand I'd have a serious problem spending a minute on the five minutes it takes my character to take a dump (unless something incredibly unusual happens). And "filler combats" are just irritating. This is even worse - that the wizard has more meaningful options than the fighter at the area the fighter is meant to specialise in. And that's almost the opposite of what I want. I want choice at the point of impact to be meaningful. Which makes the numbers already generated only one factor rather than something that almost predetermines the outcome. [/QUOTE]
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