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*Dungeons & Dragons
Point Buy vs Rolling for Stats
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<blockquote data-quote="OB1" data-source="post: 7264942" data-attributes="member: 6796241"><p>Absolutely agree that there is not just one true way! I play both ways depending on the group and the story we are trying to tell. </p><p></p><p>I brought up the team sport perspective because it is so different than the expectation that is the preference when playing a RPG. In any team sport, there is an expectation that some players on the team will contribute at a much higher level than other players, but that all members of the team are important to achieving the goal of winning. Additionally, there is no expectation that the rules of play will make the contest balanced between sides. And yet even on a team where I am not the best player and we get trounced by a team that is far superior, I still have fun because of the experience of playing with my team mates and doing something I enjoy.</p><p></p><p>I was curious as to why that experience doesn't translate to more RPG tables, and theorized that it's due largely to the nature of the genre itself, which tends towards stories of achievement by a special individual rather than a group, through the exertion of will over the environment (which also helps to explain why optimization is very popular in RPGs as well). And I enjoy being a part of that kind of story! I'm running that type of game in my homebrew, because the players prefer that Avengers Assemble type of dynamic and the story we are telling is one where each PCs was recruited to the cause due to their talent.</p><p></p><p>But I also enjoy the unique story and challenge that is created through random generation, where the party may have to protect it's weakest member, or the weaker members may have to protect it's strongest who constantly attracts the attention of the most deadly foes. Or simply the challenge of rising above what the character was "born" into to achieve great things as part of a larger team all trying to do the same.</p></blockquote><p></p>
[QUOTE="OB1, post: 7264942, member: 6796241"] Absolutely agree that there is not just one true way! I play both ways depending on the group and the story we are trying to tell. I brought up the team sport perspective because it is so different than the expectation that is the preference when playing a RPG. In any team sport, there is an expectation that some players on the team will contribute at a much higher level than other players, but that all members of the team are important to achieving the goal of winning. Additionally, there is no expectation that the rules of play will make the contest balanced between sides. And yet even on a team where I am not the best player and we get trounced by a team that is far superior, I still have fun because of the experience of playing with my team mates and doing something I enjoy. I was curious as to why that experience doesn't translate to more RPG tables, and theorized that it's due largely to the nature of the genre itself, which tends towards stories of achievement by a special individual rather than a group, through the exertion of will over the environment (which also helps to explain why optimization is very popular in RPGs as well). And I enjoy being a part of that kind of story! I'm running that type of game in my homebrew, because the players prefer that Avengers Assemble type of dynamic and the story we are telling is one where each PCs was recruited to the cause due to their talent. But I also enjoy the unique story and challenge that is created through random generation, where the party may have to protect it's weakest member, or the weaker members may have to protect it's strongest who constantly attracts the attention of the most deadly foes. Or simply the challenge of rising above what the character was "born" into to achieve great things as part of a larger team all trying to do the same. [/QUOTE]
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