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General Tabletop Discussion
*Pathfinder & Starfinder
Per-Encounter/Per-Day Design and Gameplay Restrictions
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<blockquote data-quote="Mallus" data-source="post: 3819721" data-attributes="member: 3887"><p>And for some people that's as welcome an addition as anchovies to a chocolate sunday. </p><p></p><p></p><p>Unfortunately, that 'strategy' often devolves into trying to second-guess the DM and/or the given adventure, at least in the campaigns I'm familiar with. </p><p></p><p></p><p>I'm guessing by 'plots' he means 'plots', as in the narrative action going on involving and around the player characters; stuff like 'rebellion against the evil tyrant' and the 'daring rescue attempt to return the king's daughter'.</p><p></p><p></p><p>Only for certain values of roleplaying. Wait, not even then.</p><p></p><p></p><p>They're a resource, nothing more, nothing less.</p><p></p><p></p><p>And you think that is a requirement why? The world, in this case, is a fictional space. Hero points are small amount of narrative authority over said fictional world --beyond the control the players already have over their characters. Some games aren't simulations of physical places, they're simulations of narrative ones; the worlds in books and films. Some aren't simulations at all. </p><p></p><p></p><p>Ever play a Japanese console RPG?</p><p></p><p></p><p>Or they test neither. Or, more often, they test the players ability to read the DM's mind and ascertain what he or she thinks is good strategy. </p><p></p><p>Personally, I gave up priding myself on 'smart RPG play' a long time ago. There wasn't any remotely objective way to determine it, unlike in the game like chess. To one DM I was a terrifically clever player, to another, well below average. Now, I play to have fun and entertain as many of my fellow players as I can. At least I can get reliable metrics on that.</p></blockquote><p></p>
[QUOTE="Mallus, post: 3819721, member: 3887"] And for some people that's as welcome an addition as anchovies to a chocolate sunday. Unfortunately, that 'strategy' often devolves into trying to second-guess the DM and/or the given adventure, at least in the campaigns I'm familiar with. I'm guessing by 'plots' he means 'plots', as in the narrative action going on involving and around the player characters; stuff like 'rebellion against the evil tyrant' and the 'daring rescue attempt to return the king's daughter'. Only for certain values of roleplaying. Wait, not even then. They're a resource, nothing more, nothing less. And you think that is a requirement why? The world, in this case, is a fictional space. Hero points are small amount of narrative authority over said fictional world --beyond the control the players already have over their characters. Some games aren't simulations of physical places, they're simulations of narrative ones; the worlds in books and films. Some aren't simulations at all. Ever play a Japanese console RPG? Or they test neither. Or, more often, they test the players ability to read the DM's mind and ascertain what he or she thinks is good strategy. Personally, I gave up priding myself on 'smart RPG play' a long time ago. There wasn't any remotely objective way to determine it, unlike in the game like chess. To one DM I was a terrifically clever player, to another, well below average. Now, I play to have fun and entertain as many of my fellow players as I can. At least I can get reliable metrics on that. [/QUOTE]
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