Right? Wrong? There are different styles of play, would you be using a bass wrong if you play R&B instead of Pop Rock? Same thing, but in the same way different instruments suite different musical genres, different games and techniques fit different styles of play. Anyway, I think 'player generated fiction' can cut across all of them and also is a pretty expansive category of thing.Often I read some of these posts and I can't help but wonder if i'm using D&D wrong?![]()
I see it as a question about what the game is exploring, the characters or the setting. A module/AP/etc. type pre-written fiction approach is fundamentally, at some core level, putting the milieu and setting at the center. That's not a bad or good thing, and that kind of play can put a lot of attention onto characters, but it will be in reference to the greater environment. Or things characters do might effectively be 'on the side', etc. There are a wide variety of possibilities.Sure, PCs can have more ownership over the game's fiction. And as @Oofta points out, it's not an either/or situation. But what about the why?
Are the players going to a session to play their game? Or are they going to play the GM's game? Do the players feel any ownership (for lack of a better word) over the game or the setting? Or is it disposable?
I'm saying that people often tell people like pemerton that they are the ones using D&D wrong. That's all.So what your saying is....you can't use D&D wrong!!!![]()
I'm saying that people often tell people like pemerton that they are the ones using D&D wrong. That's all.
So. Lemme git this straight: when playing D&D 4e, say I have a Fighter who wants to climb a wall. I can use Diplomacy to climb a wall? Arcana?DMG pp 73-5: "When a player’s turn comes up in a skill challenge, let that player’s character use any skill the player wants. As long as the player or you can come up with a way to let this secondary skill play a part in the challenge, go for it. . . . players can and will come up with ways to use skills you do not expect. . . . Characters might have access to utility powers or rituals that can help them. These might allow special uses of skills, perhaps with a bonus. Rituals in particular might grant an automatic success or remove failures from the running total. . . . Thinking players are engaged players. In skill challenges, players will come up with uses for skills that you didn’t expect to play a role. Try not to say no."
So. Lemme git this straight: when playing D&D 4e, say I have a Fighter who wants to climb a wall. I can use Diplomacy to climb a wall? Arcana?
Thank you. I had no idea this rule, the STUPIDEST rule I've ever seen for a D&D edition, existed. Probably because I didn't waste time or money on the WotC dumpster-fire that was 4e. "Try not to say no?"
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