Faolyn
(she/her)
If the people you play with won't act like adults to the point you can't actually play some games with them, why game with them at all?Nice in theory. Sure it works for some people.
If the people you play with won't act like adults to the point you can't actually play some games with them, why game with them at all?Nice in theory. Sure it works for some people.
I don't think managing a limited resource is particularly deep, but given D&D spent literally years based around resource management, I think the rest is a reach; deciding when to use a limited metacurrancy can require the same kind of judgment and risk taking.
I'm not sure I agree with the idea that if your players can't get behind the principles of narrative games, you shouldn't play any games at all with them.If the people you play with won't act like adults to the point you can't actually play some games with them, why game with them at all?
Probably best not to assume other posters are lying.
I thought I was pretty clear. If you can't get players to agree to the rules and tone of the game, to the point that you can't play the game, why play with them.I'm not sure I agree with the idea that if your players can't get behind the principles of narrative games, you shouldn't play any games at all with them.
Or did you mean something else?
But that explicitly ISN'T the same thing. That's them creatively using the spells they already have. It is NOT experimentally developing a new spell. Doubly so for spells of a higher level, which they literally cannot cast anyway, and yet somehow they're able to spontaneously develop new spells the moment they gain the slots!We do see it. Every time the wizard casts a spell in or out of combat, including times where he tries to get creative with the use of one of his spells, that's practice, experimentation and training, etc.
Except that that "take X component from Y spell" thing never actually happens. It doesn't get shown. It doesn't get played out. It doesn't get referenced in the slightest.In the fiction at level up it's something like, "Hmm. You know, if I take the ranged component from the here Magic Missile spell and the explosive firey portion of the Burning Hands spell, and then bridge them together with McFearson's bridging language that Master Splinter taught me as an apprentice, I can throw fire farther away. Holy cow! Bridging those two together compresses the fire into a form as small as a pea and then it explodes into a great Fireball at the point of my choosing.
...a game-mechanical fact.What we hear at the table is, "Hey DM. I'm picking Fireball as one of my two spells for making 5th level."
If the people you play with won't act like adults to the point you can't actually play some games with them, why game with them at all?
I guess I don't understand how a "fumble" isn't "just a straight failure". Sure, it's a significant failure...but that's still just a straight failure, it just happens to be big...?Yeah, I've made the argument that the problem for most of the people I play with is they'd view the traditional PbtA roll as consisting of "success, failure with a cookie, and fumbles" and the basic die roll leans into the latter two.
I'm not sure I agree with the idea that if your players can't get behind the principles of narrative games, you shouldn't play any games at all with them.
Or did you mean something else?
I guess I don't understand how a "fumble" isn't "just a straight failure". Sure, it's a significant failure...but that's still just a straight failure, it just happens to be big...?