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RPG Combat: Sport or War?
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<blockquote data-quote="pemerton" data-source="post: 7727708" data-attributes="member: 42582"><p>Well I'll break the monotony a bit by disagreeing with someone else. As GM I don't see myself as playwright, scriptwriter or director. (If other's see themselves that way, good luck to them - but I don't regard such a suggestion as having any more normative force than [MENTION=6775031]Saelorn[/MENTION]'s suggestions about the proper way to run a game.)</p><p></p><p>As a GM, I frame the PCs (and thereby the PCs) into (hopefully) interesting situations. What they do is up to them; hence, what new situations will arise can't be known in advance, as it depends on (i) the players' action declarations for their PCs, and (ii) the result of the resolution of those declared actions.</p><p></p><p>I'm not sure why you say that. The Charm Person spell is governed by a large number of rules (for range, casting time, spells slots, saving throws, eligible targets, etc). As well as those mechanical parameters, there is probably the most important rule of the spell, namely, the very high degree of influence it gives its caster over the victim. The Forget spell has similar mechanical rules that govern it, as well as the rules for its actual effect (of memories being wiped).</p><p></p><p>AD&D 1st ed had rules for the effects of intoxication; I don't know about 2nd ed AD&D. The only bit of the story you describe is the GM adjudicating the response to a soldier turning up at the barracks drunk and disorderly, although in AD&D that could have been resolved by way of a reaction roll.</p></blockquote><p></p>
[QUOTE="pemerton, post: 7727708, member: 42582"] Well I'll break the monotony a bit by disagreeing with someone else. As GM I don't see myself as playwright, scriptwriter or director. (If other's see themselves that way, good luck to them - but I don't regard such a suggestion as having any more normative force than [MENTION=6775031]Saelorn[/MENTION]'s suggestions about the proper way to run a game.) As a GM, I frame the PCs (and thereby the PCs) into (hopefully) interesting situations. What they do is up to them; hence, what new situations will arise can't be known in advance, as it depends on (i) the players' action declarations for their PCs, and (ii) the result of the resolution of those declared actions. I'm not sure why you say that. The Charm Person spell is governed by a large number of rules (for range, casting time, spells slots, saving throws, eligible targets, etc). As well as those mechanical parameters, there is probably the most important rule of the spell, namely, the very high degree of influence it gives its caster over the victim. The Forget spell has similar mechanical rules that govern it, as well as the rules for its actual effect (of memories being wiped). AD&D 1st ed had rules for the effects of intoxication; I don't know about 2nd ed AD&D. The only bit of the story you describe is the GM adjudicating the response to a soldier turning up at the barracks drunk and disorderly, although in AD&D that could have been resolved by way of a reaction roll. [/QUOTE]
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