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RPG Theory- The Limits of My Language are the Limits of My World
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<blockquote data-quote="Ovinomancer" data-source="post: 8454802" data-attributes="member: 16814"><p>I don't recall others speaking to it, but I did say that I don't think that 5e supports that kind of play. I don't think it forward to suggest it, I merely think that the 5e ruleset requires too much GM intervention to make it work that any attempt to actually play it more in a story now approach isn't possible. With some fairly extensive hacks, sure, but you're going to need to climb into the system for that and either rebuild some things or just take entire categories of play off the table. For example, 5e has quite a lot of rules for combat, but they are not encounter balanced at all. This effectively requires daily pacing if you want the combat game to have teeth, or overloading of the encounters which comes with other issues (very tippy). This kinda takes serious engagement with the combat engine off the table for situation framing without concern for pacing. It's the need to be concerned about pacing that kills the idea in my mind. And, if I'm taking the combat engine offline or downgrading it, I'm seriously wondering why we aren't just playing a different game!</p><p></p><p>But, no, not forward. No purity being protected here. I just think the system doesn't have the tools to do it close to well (too many GM calls) and does have tools that actively fight against it.</p></blockquote><p></p>
[QUOTE="Ovinomancer, post: 8454802, member: 16814"] I don't recall others speaking to it, but I did say that I don't think that 5e supports that kind of play. I don't think it forward to suggest it, I merely think that the 5e ruleset requires too much GM intervention to make it work that any attempt to actually play it more in a story now approach isn't possible. With some fairly extensive hacks, sure, but you're going to need to climb into the system for that and either rebuild some things or just take entire categories of play off the table. For example, 5e has quite a lot of rules for combat, but they are not encounter balanced at all. This effectively requires daily pacing if you want the combat game to have teeth, or overloading of the encounters which comes with other issues (very tippy). This kinda takes serious engagement with the combat engine off the table for situation framing without concern for pacing. It's the need to be concerned about pacing that kills the idea in my mind. And, if I'm taking the combat engine offline or downgrading it, I'm seriously wondering why we aren't just playing a different game! But, no, not forward. No purity being protected here. I just think the system doesn't have the tools to do it close to well (too many GM calls) and does have tools that actively fight against it. [/QUOTE]
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