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Semi-Rant: Maturity and dumbing down a game
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<blockquote data-quote="The Shaman" data-source="post: 2786824" data-attributes="member: 26473"><p>That was it exactly.</p><p></p><p><strong>barsoomcore</strong>, I could kind of understand your misapprehension if that was all I wrote - however, I continued at some length to expand on that thought, and to specifically repeat that I wasn't talking about game styles.I don't understand this thinking at all.</p><p></p><p>You seem to see narration in combat as something like this...</p><p></p><p>Player 1: "I raise my sword high overhead and crash it down on the demon's scaly hide, cleaving the foul fiend in two!" (<em>sound of die rolling</em>) "A one?!? Uh...."</p><p>Gamemaster: "Great swing there, oh mighty swordcrasher."</p><p></p><p>...whereas I see it more like this...</p><p></p><p>Player 1: "I raise my sword and bring it crashing down on the demon's scaly hide!" (<em>sound of dice rolling</em>) "A one?!? Uh...."</p><p>Gamemaster: "The demon catches your sword arm with a wingtip and deflects your swing."</p><p></p><p>Others posters have suggested that this isn't roleplaying, that it's just description, and I as I don't want this to become a point of further contention, I'll simply refer to it as descriptive action. Its goal, whatever you choose to call it, is to make combat as immersive or as flavorful as other chracter activities in the game. "I'll attack now. A one. Next," is the antithesis of that way of thinking, which is what I believe <strong>Dremmen</strong> was getting at in the first place.</p><p></p><p>As far as the mechanics providing an insurmountable constraint, I think that's just whitewash. The mechanics of the game are inform roleplaying, and roleplaying influences mechanics - it's a feedback loop. Roleplaying determines when a die roll is needed, and the result of the die roll, passed through the prism of the game mechanics, guides subsequent roleplay. At least that's how it works when I play the game - your experience may be quite different.</p></blockquote><p></p>
[QUOTE="The Shaman, post: 2786824, member: 26473"] That was it exactly. [b]barsoomcore[/b], I could kind of understand your misapprehension if that was all I wrote - however, I continued at some length to expand on that thought, and to specifically repeat that I wasn't talking about game styles.I don't understand this thinking at all. You seem to see narration in combat as something like this... Player 1: "I raise my sword high overhead and crash it down on the demon's scaly hide, cleaving the foul fiend in two!" ([i]sound of die rolling[/i]) "A one?!? Uh...." Gamemaster: "Great swing there, oh mighty swordcrasher." ...whereas I see it more like this... Player 1: "I raise my sword and bring it crashing down on the demon's scaly hide!" ([i]sound of dice rolling[/i]) "A one?!? Uh...." Gamemaster: "The demon catches your sword arm with a wingtip and deflects your swing." Others posters have suggested that this isn't roleplaying, that it's just description, and I as I don't want this to become a point of further contention, I'll simply refer to it as descriptive action. Its goal, whatever you choose to call it, is to make combat as immersive or as flavorful as other chracter activities in the game. "I'll attack now. A one. Next," is the antithesis of that way of thinking, which is what I believe [b]Dremmen[/b] was getting at in the first place. As far as the mechanics providing an insurmountable constraint, I think that's just whitewash. The mechanics of the game are inform roleplaying, and roleplaying influences mechanics - it's a feedback loop. Roleplaying determines when a die roll is needed, and the result of the die roll, passed through the prism of the game mechanics, guides subsequent roleplay. At least that's how it works when I play the game - your experience may be quite different. [/QUOTE]
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