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<blockquote data-quote="pemerton" data-source="post: 5293235" data-attributes="member: 42582"><p>I don't disagree with any of this. But this seems to me to be quite some way away from what the OP was complaining about.</p><p></p><p>You have an agreed genre with agreed thematic material and an understanding both that the game will deal with those things - swashbucklers, musketeers, corrupt clergy, courtiers, etc - and that if the players have a bit of good luck with the dice and their decisions they will see their PCs grow from fortune-seekers to fortune-attainers.</p><p></p><p>The OP is (or at least seems to be complaining) about D&D players whose PCs won't act. But D&D doesn't set a genre (or at least, does not set a genre with anything like the specificity of tropes and themes as musketeers) and doesn't establish any baseline understanding about the prospects for PCs (indeed, we regularly see threads on these forums disagreeing about what those prospects should be in a typical D&D game).</p><p></p><p>I don't mind you having a bit of a dig at "metagame agendas" - I know you're not a FoRE - but Flashing Blades, as you describe it, has much more of such agenda than does a D&D game, when all I know about the game is that it is a D&D game. </p><p></p><p>In light of this problem with D&D play - a probelm that I think is fairly widely recognised (it's not as if the OP is the first time I've heard this sort of complaint) - Nameless1 seems to me to be making some fairly basic suggestions, based on familiarity with non-D&D games, about how to provide the context that will motivate those players to have their PCs act. The alternative approach, of specifying genre and PC prospects much more specifically than is normally done in D&D play, might work equally well, but (perhaps because I'm a FoRE) I tend to think more in Nameless1's terms.</p><p></p><p>I think we might have had this conversation before.</p><p></p><p>But what makes you think I (or Nameless1, for that matter) would classify this as faffing around? I'm talking about reducing the level of pure exploration of the gameworld. What you're talking about isn't exploration. It isn't <em>looking for </em>the adventure - unless I'm missing something, it <em>is</em> the adventure.</p><p></p><p>What I am describing as "faffing around" is the bit where the player has to discover, through play, who the local powerholders are, whose wives are worth courting, and where all the clubs are. I prefer a game where at least some of this is known at start up, so that we can cut straight to the action (of course some, perhaps even the most interesting, stuff can be secret at the start and emerge in the course of play - but not everything that is necessary for the fun stuff to happen).</p></blockquote><p></p>
[QUOTE="pemerton, post: 5293235, member: 42582"] I don't disagree with any of this. But this seems to me to be quite some way away from what the OP was complaining about. You have an agreed genre with agreed thematic material and an understanding both that the game will deal with those things - swashbucklers, musketeers, corrupt clergy, courtiers, etc - and that if the players have a bit of good luck with the dice and their decisions they will see their PCs grow from fortune-seekers to fortune-attainers. The OP is (or at least seems to be complaining) about D&D players whose PCs won't act. But D&D doesn't set a genre (or at least, does not set a genre with anything like the specificity of tropes and themes as musketeers) and doesn't establish any baseline understanding about the prospects for PCs (indeed, we regularly see threads on these forums disagreeing about what those prospects should be in a typical D&D game). I don't mind you having a bit of a dig at "metagame agendas" - I know you're not a FoRE - but Flashing Blades, as you describe it, has much more of such agenda than does a D&D game, when all I know about the game is that it is a D&D game. In light of this problem with D&D play - a probelm that I think is fairly widely recognised (it's not as if the OP is the first time I've heard this sort of complaint) - Nameless1 seems to me to be making some fairly basic suggestions, based on familiarity with non-D&D games, about how to provide the context that will motivate those players to have their PCs act. The alternative approach, of specifying genre and PC prospects much more specifically than is normally done in D&D play, might work equally well, but (perhaps because I'm a FoRE) I tend to think more in Nameless1's terms. I think we might have had this conversation before. But what makes you think I (or Nameless1, for that matter) would classify this as faffing around? I'm talking about reducing the level of pure exploration of the gameworld. What you're talking about isn't exploration. It isn't [I]looking for [/I]the adventure - unless I'm missing something, it [I]is[/I] the adventure. What I am describing as "faffing around" is the bit where the player has to discover, through play, who the local powerholders are, whose wives are worth courting, and where all the clubs are. I prefer a game where at least some of this is known at start up, so that we can cut straight to the action (of course some, perhaps even the most interesting, stuff can be secret at the start and emerge in the course of play - but not everything that is necessary for the fun stuff to happen). [/QUOTE]
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