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Players choose what their PCs do . . .
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<blockquote data-quote="pemerton" data-source="post: 7637547" data-attributes="member: 42582"><p>I guess I'm assuming that - or wondering whether - there is more that can be said than just <em>It's my preference</em>. That is, that it's possible to articulate <em>why</em> it's good.</p><p></p><p>Upthread, [MENTION=29398]Lanefan[/MENTION] asserted that 4e's hp mechanic is <em>flawed</em> because it doesn't conform to his expectations for a hp mechanic. That's a pretty strong claim - that his way of thinking is <em>better</em>. Presumably there's something that can be said to expain the weaker claim that it is <em>good</em>.</p><p></p><p>EDIT: So I've read on now almost to the end of the thread. Some posters have posted about why this can be good (neither [MENTION=6795602]FrogReaver[/MENTION] nor [MENTION=29398]Lanefan[/MENTION], oddly enough). As I've just posted in response to them, I'm reminded of a certain approach to 2nd ed AD&D.</p><p></p><p>The good of the GM's "special status" seems to consist in curating the players, via their PCs, through an <em>adventure</em> with a reasonably pre-determined structure/sequence of events, or fictional elements to be encountered. (I think this is what [MENTION=16814]Ovinomancer[/MENTION] means by "exploration", and what [MENTION=29398]Lanefan[/MENTION] has in mind in expressing worries about challenges/obstacles being "bypassed".)</p><p></p><p>Now can someone tell me how that sort of play is going to put fundamental pressure on the player's conception of the character? I've not seen that in the real world, and I'm not seeing it in these descriptions either.</p></blockquote><p></p>
[QUOTE="pemerton, post: 7637547, member: 42582"] I guess I'm assuming that - or wondering whether - there is more that can be said than just [I]It's my preference[/I]. That is, that it's possible to articulate [I]why[/I] it's good. Upthread, [MENTION=29398]Lanefan[/MENTION] asserted that 4e's hp mechanic is [I]flawed[/I] because it doesn't conform to his expectations for a hp mechanic. That's a pretty strong claim - that his way of thinking is [I]better[/I]. Presumably there's something that can be said to expain the weaker claim that it is [I]good[/I]. EDIT: So I've read on now almost to the end of the thread. Some posters have posted about why this can be good (neither [MENTION=6795602]FrogReaver[/MENTION] nor [MENTION=29398]Lanefan[/MENTION], oddly enough). As I've just posted in response to them, I'm reminded of a certain approach to 2nd ed AD&D. The good of the GM's "special status" seems to consist in curating the players, via their PCs, through an [I]adventure[/I] with a reasonably pre-determined structure/sequence of events, or fictional elements to be encountered. (I think this is what [MENTION=16814]Ovinomancer[/MENTION] means by "exploration", and what [MENTION=29398]Lanefan[/MENTION] has in mind in expressing worries about challenges/obstacles being "bypassed".) Now can someone tell me how that sort of play is going to put fundamental pressure on the player's conception of the character? I've not seen that in the real world, and I'm not seeing it in these descriptions either. [/QUOTE]
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