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Roleplaying in D&D 5E: It’s How You Play the Game
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<blockquote data-quote="AbdulAlhazred" data-source="post: 8507092" data-attributes="member: 82106"><p>I assumed it was fairly obvious. It would be a case where an action is clearly no possible within the logic of the genre and the fiction in play. So, a lower level PC trying to accomplish some epic challenge, which I think is one [USER=42582]@pemerton[/USER] has discussed in a couple threads. In D&D, generally, I think a situation which is 'nonsensical' or something like that certainly qualifies. Either the GM or the table generally will presumably police this kind of thing. Honestly the only place where I've seen it come up in standard play is something like a player who isn't all that familiar with the genre and wants to do something that is just not normally allowed.</p><p></p><p>I disagree. Nor do I think it is likely to be all that important in a lot of cases. High level D&D characters, for example, generally have wealth far beyond their ordinary needs. If it really IS important, then it wouldn't be something that would be handled without a check of some kind, most likely. Honestly, shopping for clothing doesn't seem to be a very important concern in a D&D game, generally. As I said, there are many options to decide this kind of thing.</p><p></p><p>Again, you construe D&D to be an adversarial, or oppositional sort of game, and I don't. The players in my games are fellow participants in an interesting activity. They don't have 'interests', though the CHARACTER may, and if something is really important to the character, then we'd probably need to roll.</p><p></p><p>We just see this differently. I agree that challenging the characters, and by extension possibly the players, is an element of D&D. It is not something that has to be happening at every turn though.</p><p></p><p>Why? Again, if the stakes are this low, then it seems irrelevant. Its like dicing for walking or eating, we just don't need to do these things.</p><p></p><p>hehe, well, I think we agree on more than we think. OTOH I like setting up Challenges that are social, or at least partly so. I think there is some genuine diversity of ways to do it there though.</p><p></p><p>I don't disagree with this, really. I just think it is not something that permeates the game, or is the primary fundamental animating element of the game. The GM can 'represent the opposition', but also be the player's ally.</p><p></p><p>I don't see how a campaign has an interest, myself. The game is played, there may be different priorities at times, yes. In the end though its all about what the players are doing in the game. This is easy to test, a campaign cannot exist without players!</p><p></p><p>This, IMHO, is a holdover of Gygaxian puzzle/challenge style play. Once we start playing a game where 'story' is a significant element, I think it just gets in the way. Players are part of the 'team', there's specific times when it can be fun to keep them in the dark, but as a general rule story game play is not very concerned with 'hidden fiction'.</p><p></p><p>Why? what is so significant about imaginary linear time? I mean, sure, its simpler and maybe cleaner, and might avoid a retcon or something potentially, to do things in order, but its not NECESSARY. BitD has certainly shown a way to do things in a non-linear order that works fine. Anyway, I'm only saying I don't do some boring trivial non-adventure just to explain every single little bit of the fiction, its not interesting.</p><p></p><p>Again, you keep invoking these statements that cast the players in the role of playground miscreants or something. It is odd to me. Admittedly, maybe if I was running a game for children I'd be a little circumspect, but in fact my feeling is kids are pretty cool with this kind of thing, they are usually perfectly capable of understanding 'game logic'. The people I typically play with are certainly old enough not to need to be policed like this at all. Honestly, a player who insisted on these sorts of hijinks would probably get booted by the rest of the players at my table! lol.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 8507092, member: 82106"] I assumed it was fairly obvious. It would be a case where an action is clearly no possible within the logic of the genre and the fiction in play. So, a lower level PC trying to accomplish some epic challenge, which I think is one [USER=42582]@pemerton[/USER] has discussed in a couple threads. In D&D, generally, I think a situation which is 'nonsensical' or something like that certainly qualifies. Either the GM or the table generally will presumably police this kind of thing. Honestly the only place where I've seen it come up in standard play is something like a player who isn't all that familiar with the genre and wants to do something that is just not normally allowed. I disagree. Nor do I think it is likely to be all that important in a lot of cases. High level D&D characters, for example, generally have wealth far beyond their ordinary needs. If it really IS important, then it wouldn't be something that would be handled without a check of some kind, most likely. Honestly, shopping for clothing doesn't seem to be a very important concern in a D&D game, generally. As I said, there are many options to decide this kind of thing. Again, you construe D&D to be an adversarial, or oppositional sort of game, and I don't. The players in my games are fellow participants in an interesting activity. They don't have 'interests', though the CHARACTER may, and if something is really important to the character, then we'd probably need to roll. We just see this differently. I agree that challenging the characters, and by extension possibly the players, is an element of D&D. It is not something that has to be happening at every turn though. Why? Again, if the stakes are this low, then it seems irrelevant. Its like dicing for walking or eating, we just don't need to do these things. hehe, well, I think we agree on more than we think. OTOH I like setting up Challenges that are social, or at least partly so. I think there is some genuine diversity of ways to do it there though. I don't disagree with this, really. I just think it is not something that permeates the game, or is the primary fundamental animating element of the game. The GM can 'represent the opposition', but also be the player's ally. I don't see how a campaign has an interest, myself. The game is played, there may be different priorities at times, yes. In the end though its all about what the players are doing in the game. This is easy to test, a campaign cannot exist without players! This, IMHO, is a holdover of Gygaxian puzzle/challenge style play. Once we start playing a game where 'story' is a significant element, I think it just gets in the way. Players are part of the 'team', there's specific times when it can be fun to keep them in the dark, but as a general rule story game play is not very concerned with 'hidden fiction'. Why? what is so significant about imaginary linear time? I mean, sure, its simpler and maybe cleaner, and might avoid a retcon or something potentially, to do things in order, but its not NECESSARY. BitD has certainly shown a way to do things in a non-linear order that works fine. Anyway, I'm only saying I don't do some boring trivial non-adventure just to explain every single little bit of the fiction, its not interesting. Again, you keep invoking these statements that cast the players in the role of playground miscreants or something. It is odd to me. Admittedly, maybe if I was running a game for children I'd be a little circumspect, but in fact my feeling is kids are pretty cool with this kind of thing, they are usually perfectly capable of understanding 'game logic'. The people I typically play with are certainly old enough not to need to be policed like this at all. Honestly, a player who insisted on these sorts of hijinks would probably get booted by the rest of the players at my table! lol. [/QUOTE]
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