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<blockquote data-quote="Raven Crowking" data-source="post: 5306631" data-attributes="member: 18280"><p>My error, then. Another case of mistaking the SRD for the whole rules, I suppose. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> </p><p></p><p>However, it seems strange to me that, having been given the additional material from the book, one wouldn't make use of it. RedShirtNo5 is correct that the SRD rules follow from the context material; he is wrong if assumes the context flows from the rules rather than the other way around.</p><p></p><p>I.e., in 0D&D through 3.5 D&D, context says what the rules describe, and then gives rules that are intended to be applied within that context. This is one good reason why, when a question arises, it is almost always better to go back to the book. The context is generally not part of the SRD!</p><p></p><p></p><p></p><p>You just took a huge jump in my estimation, Sir.</p><p></p><p>But when you say,</p><p></p><p></p><p></p><p>I would argue instead that this is a strange thing to be calling an encounter or scene based game (FORGE-speak aside). Or, at least, a game in which the salient field of action is the encounter, as you suggested. If player choices drive the sequence of scenes/encounters, I would argue that the salient field of action is the narrative (or the sequence of scenes/encounters, if you prefer), not the encounter.</p><p></p><p>This would make the game similar to, say, Cubicle 7's <em><strong>Doctor Who</strong></em> RPG. Except, of course, that what one does in one encounter may well cause changes in subsequent encounters in that game, at least.</p><p></p><p>A game where the salient field of action is the encounter would contain a number of encounters, which the group may have a choice in the order they are played, but where the framework is so disconnected that there is nothing whatsoever to aid them in determining what choice should be made. The result is either a series of plotted encounters, or a series of essentially random encounters, which the PCs cannot alter prior to engagement in any way (either by their own preperation or by changing the circumstances of the encounter itself).</p><p></p><p>As written, a number of modules display this sort of frame, including some of the older modules -- even some which are sometimes considered "classics". I am sure, if you are familiar with early or current D&D, you can think of a few. </p><p></p><p>That can be fun in a fast-paced game, if that is what you are into, but on the whole I think a more robust framework makes for a better game. YMMV and all that.</p><p></p><p></p><p></p><p>RC</p></blockquote><p></p>
[QUOTE="Raven Crowking, post: 5306631, member: 18280"] My error, then. Another case of mistaking the SRD for the whole rules, I suppose. ;) However, it seems strange to me that, having been given the additional material from the book, one wouldn't make use of it. RedShirtNo5 is correct that the SRD rules follow from the context material; he is wrong if assumes the context flows from the rules rather than the other way around. I.e., in 0D&D through 3.5 D&D, context says what the rules describe, and then gives rules that are intended to be applied within that context. This is one good reason why, when a question arises, it is almost always better to go back to the book. The context is generally not part of the SRD! You just took a huge jump in my estimation, Sir. But when you say, I would argue instead that this is a strange thing to be calling an encounter or scene based game (FORGE-speak aside). Or, at least, a game in which the salient field of action is the encounter, as you suggested. If player choices drive the sequence of scenes/encounters, I would argue that the salient field of action is the narrative (or the sequence of scenes/encounters, if you prefer), not the encounter. This would make the game similar to, say, Cubicle 7's [I][B]Doctor Who[/B][/I] RPG. Except, of course, that what one does in one encounter may well cause changes in subsequent encounters in that game, at least. A game where the salient field of action is the encounter would contain a number of encounters, which the group may have a choice in the order they are played, but where the framework is so disconnected that there is nothing whatsoever to aid them in determining what choice should be made. The result is either a series of plotted encounters, or a series of essentially random encounters, which the PCs cannot alter prior to engagement in any way (either by their own preperation or by changing the circumstances of the encounter itself). As written, a number of modules display this sort of frame, including some of the older modules -- even some which are sometimes considered "classics". I am sure, if you are familiar with early or current D&D, you can think of a few. That can be fun in a fast-paced game, if that is what you are into, but on the whole I think a more robust framework makes for a better game. YMMV and all that. RC [/QUOTE]
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