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Per-Encounter/Per-Day Design and Gameplay Restrictions
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<blockquote data-quote="howandwhy99" data-source="post: 3825073" data-attributes="member: 3192"><p>I didn't get to post these last night as the boards were down.</p><p></p><p>Well, you said some folks didn't like how spell selection affected the game outside of combat. I asked why you played D&D, and you said it was the the lingua franca of the gaming world, which I can sympathize with as D&D is not the only RPG I enjoy playing. From this, I surmised perhaps you would prefer that lingua franca to change itself to become more like games you prefer. And so I asked the question, "Are you intent on changing D&D from being D&D because it has pressed out other games?" </p><p></p><p>Which I admit is likely not something in your or my power, but I'm talking more about hopes for what D&D will become or remain. </p><p></p><p>My whole idea on plots is a pre-2e playstyle. It's my preference and I know others prefer scripted plots. This point is one I think we are talking past each other one. Could you give a full explanation on this? </p><p></p><p>One of the things that is confusing me is in the above it appears as if you are saying <em>all</em> games include DM evaluation. How can this be escaped without giving Players the ability to say what the truth of the world is? That doesn't seem like real life to me, which is one of my priorities when roleplaying. (again, an priority I'd like to keep in the game)</p><p></p><p>And I think it's because my narrow definition of roleplaying, which fits nearly any non-indie game, is the status quo. Not gaming the system, but the world. Not giving "narrative control", but instead keeping out obstructions to acting-in-character. </p><p></p><p>Sure, so do we. But we don't get to play God with our characters either. That's a fundamental shift in Game Design perspective I believe has come about from the "narrativist" community. That's cool as an option, but it shouldn't be unremovable core. Of course, neither do I believe "gamist" elements mean beating the rules by rule expertise vs. winning the game because of thinking outside the box (typically meaning in-game situation, but perhaps too often the core ruleset).</p><p></p><p>I think is more talking past each other as above. Neither of us devise plots prior to play (if I understand correctly). Are you referring to the "narrative" control of Players stepping out of character to determine what happens? That's not really needed IME to have a game end up with stories like fantasy fiction. Heck, 1E is where a lot of those authors found inspiration.</p></blockquote><p></p>
[QUOTE="howandwhy99, post: 3825073, member: 3192"] I didn't get to post these last night as the boards were down. Well, you said some folks didn't like how spell selection affected the game outside of combat. I asked why you played D&D, and you said it was the the lingua franca of the gaming world, which I can sympathize with as D&D is not the only RPG I enjoy playing. From this, I surmised perhaps you would prefer that lingua franca to change itself to become more like games you prefer. And so I asked the question, "Are you intent on changing D&D from being D&D because it has pressed out other games?" Which I admit is likely not something in your or my power, but I'm talking more about hopes for what D&D will become or remain. My whole idea on plots is a pre-2e playstyle. It's my preference and I know others prefer scripted plots. This point is one I think we are talking past each other one. Could you give a full explanation on this? One of the things that is confusing me is in the above it appears as if you are saying [i]all[/i] games include DM evaluation. How can this be escaped without giving Players the ability to say what the truth of the world is? That doesn't seem like real life to me, which is one of my priorities when roleplaying. (again, an priority I'd like to keep in the game) And I think it's because my narrow definition of roleplaying, which fits nearly any non-indie game, is the status quo. Not gaming the system, but the world. Not giving "narrative control", but instead keeping out obstructions to acting-in-character. Sure, so do we. But we don't get to play God with our characters either. That's a fundamental shift in Game Design perspective I believe has come about from the "narrativist" community. That's cool as an option, but it shouldn't be unremovable core. Of course, neither do I believe "gamist" elements mean beating the rules by rule expertise vs. winning the game because of thinking outside the box (typically meaning in-game situation, but perhaps too often the core ruleset). I think is more talking past each other as above. Neither of us devise plots prior to play (if I understand correctly). Are you referring to the "narrative" control of Players stepping out of character to determine what happens? That's not really needed IME to have a game end up with stories like fantasy fiction. Heck, 1E is where a lot of those authors found inspiration. [/QUOTE]
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