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Presentaion of Spells: To Prose or Not To Prose?
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<blockquote data-quote="Hautamaki" data-source="post: 5905301" data-attributes="member: 42219"><p>What bothers me about the pure crunch format is that it emphasizes to the players that they are playing a game. They interact with the rules on a purely cut and dry mechanical basis, and to me this hinders immersion. I'd rather the players interact with the game world more directly, and the rules are the interpretation of that; rather than vice versa where the players interact with the rules directly and then the GM or the players (if they feel like it) translate that to the game world post facto.</p><p></p><p>I also feel that prose descriptions lend themselves to quirky, unique traits of spells. The example above where the wizard waves his hand and magical sleep dust fills the target area is great and I believe that if I were the DM I would definitely rule that sleep can't be cast where that is not possible, for example in high winds, under water, or with the wizard tied up. A system where magic works the exact same way every time is not only drier and more boring, it's also less immersive. Furthermore these sorts of restrictions give skilled players of mundane characters ways to counteract a wizard's powers with foresight and creativity. That sort of play is rewarding and should be rewarded.</p><p></p><p>Anything which rewards players for more fully immersing themselves into the game world and thinking about how to tackle challenges from their character's point of view; as opposed to rewarding players for mastering the math of a set of disassociated mechanics, is what I would prefer.</p></blockquote><p></p>
[QUOTE="Hautamaki, post: 5905301, member: 42219"] What bothers me about the pure crunch format is that it emphasizes to the players that they are playing a game. They interact with the rules on a purely cut and dry mechanical basis, and to me this hinders immersion. I'd rather the players interact with the game world more directly, and the rules are the interpretation of that; rather than vice versa where the players interact with the rules directly and then the GM or the players (if they feel like it) translate that to the game world post facto. I also feel that prose descriptions lend themselves to quirky, unique traits of spells. The example above where the wizard waves his hand and magical sleep dust fills the target area is great and I believe that if I were the DM I would definitely rule that sleep can't be cast where that is not possible, for example in high winds, under water, or with the wizard tied up. A system where magic works the exact same way every time is not only drier and more boring, it's also less immersive. Furthermore these sorts of restrictions give skilled players of mundane characters ways to counteract a wizard's powers with foresight and creativity. That sort of play is rewarding and should be rewarded. Anything which rewards players for more fully immersing themselves into the game world and thinking about how to tackle challenges from their character's point of view; as opposed to rewarding players for mastering the math of a set of disassociated mechanics, is what I would prefer. [/QUOTE]
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Presentaion of Spells: To Prose or Not To Prose?
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