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<blockquote data-quote="seasong" data-source="post: 895614" data-attributes="member: 5137"><p>Well, alsih2o, if nothing else, it's evident that there's going to be a community split over whether rules are useful <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><strong>Control</strong></p><p></p><p>The issue boils down in part to GM control versus Player control. If you roll a die with bonus of some sort, utilize a feat or class ability, cast a spell, etc., the Player and the Dice controls what happens - the GM can only set the probability, not the result. If the GM decides, the Player and the Dice are irrelevant.</p><p></p><p>As Wulf Ratbane said, lovers, marriages, children... these are major narrative elements. They create the meaningful context for the killing and orc bashing. So should they be in the hands of Players and Dice (with probability influence from the GM), or should the Players and Dice be irrelevant?</p><p></p><p>That's a simplistic view, of course. An awesome GM should carefully consider what the Players want, and balance it against the needs of the story, the group, and what the Player <em>really</em> wants in the long term. He wouldn't need die rolls to make the Player relevant. Of course, rules are for <em>the rest of the world</em>, the ordinary work-a-day GMs who wouldn't need rules if they had a "deft hand", but sadly lack one.</p><p></p><p>We can't all be Pirate Cat, or have him as a GM, like Wulf does <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><strong>Having Sexuality In Your Game</strong></p><p></p><p>Speaking of irrelevant, whether or not you use rules to represent it is irrelevant to whether or not sex is in your games. As I've said, I think it is a valuable addition... but I vary the amount based on the comfort zones of the players.</p><p></p><p>With my current group, they like to hear the hideous wounds their weapons and spells inflict on the enemy. They like to roleplay out a romantic triangle, a ten year courtship, seducing a tavern serving girl to get information about an enemy who frequented the place, and so on. So I do both.</p><p></p><p>But I've also run campaigns with players who, like Wulf, were uncomfortable with such things in a roleplaying context; who preferred that the GM just gloss over what happened, and move on to the next glorious, satisfying crunch of bones. And that's fine, too (I've certainly run enough of that kind of campaign <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=";)" />) - but I don't take it to mean that sex in games is somehow weird.</p></blockquote><p></p>
[QUOTE="seasong, post: 895614, member: 5137"] Well, alsih2o, if nothing else, it's evident that there's going to be a community split over whether rules are useful ;). [b]Control[/b] The issue boils down in part to GM control versus Player control. If you roll a die with bonus of some sort, utilize a feat or class ability, cast a spell, etc., the Player and the Dice controls what happens - the GM can only set the probability, not the result. If the GM decides, the Player and the Dice are irrelevant. As Wulf Ratbane said, lovers, marriages, children... these are major narrative elements. They create the meaningful context for the killing and orc bashing. So should they be in the hands of Players and Dice (with probability influence from the GM), or should the Players and Dice be irrelevant? That's a simplistic view, of course. An awesome GM should carefully consider what the Players want, and balance it against the needs of the story, the group, and what the Player [i]really[/i] wants in the long term. He wouldn't need die rolls to make the Player relevant. Of course, rules are for [i]the rest of the world[/i], the ordinary work-a-day GMs who wouldn't need rules if they had a "deft hand", but sadly lack one. We can't all be Pirate Cat, or have him as a GM, like Wulf does ;). [b]Having Sexuality In Your Game[/b] Speaking of irrelevant, whether or not you use rules to represent it is irrelevant to whether or not sex is in your games. As I've said, I think it is a valuable addition... but I vary the amount based on the comfort zones of the players. With my current group, they like to hear the hideous wounds their weapons and spells inflict on the enemy. They like to roleplay out a romantic triangle, a ten year courtship, seducing a tavern serving girl to get information about an enemy who frequented the place, and so on. So I do both. But I've also run campaigns with players who, like Wulf, were uncomfortable with such things in a roleplaying context; who preferred that the GM just gloss over what happened, and move on to the next glorious, satisfying crunch of bones. And that's fine, too (I've certainly run enough of that kind of campaign ;)) - but I don't take it to mean that sex in games is somehow weird. [/QUOTE]
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