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So...what type of game do you guys want to play?
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<blockquote data-quote="Zhaleskra" data-source="post: 6215800" data-attributes="member: 20544"><p>I'm going to skip all your numbered lists and answer in a paragraph, or a few.</p><p></p><p>Over my years of gaming, I have come to dislike hit points as a jumble of "fatigue, life, and luck", and have come to dislike systems not having a way of specific injuries mattering. Therefore I am in favor of combat being quite deadly and have come to prefer death-spiral combat systems. Especially because I am a fan of Diomin, which is supposed to be a Dark Fantasy world, which D&D's combat system does not represent well to me. I feel the risk of being killed in nasty ways is an essential part of dark fantasy.</p><p></p><p>Even in In Nomine, I have come to hate morality mechanics. Sure, Diomin is supposed to be a you-know-what sack world where good and evil are supposed to be black and white, but even it has its blotches of gray. In Nomine even presents the idea that both angels and demons are evil (one style of campaign), in which angels only slightly less evil than demons.</p><p></p><p>I have come more to the idea of providing an outline than writing plots. So I dangle a few plot hooks in front of the PCs, and they pick the one(s) they want to pursue. Obvious exception for modules. When the PCs want to do something "out there", I roll with it a lot of the time, especially if it doesn't affect the hook they're following.</p><p></p><p>I own the AD&D Vikings campaign sourcebook, but even it isn't historically accurate presenting Trollborn as a player race. So far as historically accurate, aside from monarchies and the death penalty being common for crimes, not a whole lot.</p><p></p><p>Heroes: I agree with both what World Tree and actual Veterans say. World Tree: "you're not a hero until someone else says you are.", suggesting otherwise will at best get you laughed at. Veterans: "I'm not a hero, the real heroes don't come home/are still over there." Deeds, not intentions, define heroes.</p><p></p><p>Boldness should be rewarded or punished exactly according to how foolhardy it is.</p><p></p><p>Every person has their own comfort level of immersion. All I care about is that everyone at the table is using the same person to talk about their character. It's awkward if some are talking in first while others are speaking in third.</p><p></p><p>While this is my preferred style of game, that is not to say I will not play games that do not follow this format. Anime game? Sure, let the characters take ridiculous amounts of damage with minimal effect. Someone else running a module? By agreeing to play, I feel I agreed to the module's rails. You're running an actually historically accurate game? Might be fun.</p></blockquote><p></p>
[QUOTE="Zhaleskra, post: 6215800, member: 20544"] I'm going to skip all your numbered lists and answer in a paragraph, or a few. Over my years of gaming, I have come to dislike hit points as a jumble of "fatigue, life, and luck", and have come to dislike systems not having a way of specific injuries mattering. Therefore I am in favor of combat being quite deadly and have come to prefer death-spiral combat systems. Especially because I am a fan of Diomin, which is supposed to be a Dark Fantasy world, which D&D's combat system does not represent well to me. I feel the risk of being killed in nasty ways is an essential part of dark fantasy. Even in In Nomine, I have come to hate morality mechanics. Sure, Diomin is supposed to be a you-know-what sack world where good and evil are supposed to be black and white, but even it has its blotches of gray. In Nomine even presents the idea that both angels and demons are evil (one style of campaign), in which angels only slightly less evil than demons. I have come more to the idea of providing an outline than writing plots. So I dangle a few plot hooks in front of the PCs, and they pick the one(s) they want to pursue. Obvious exception for modules. When the PCs want to do something "out there", I roll with it a lot of the time, especially if it doesn't affect the hook they're following. I own the AD&D Vikings campaign sourcebook, but even it isn't historically accurate presenting Trollborn as a player race. So far as historically accurate, aside from monarchies and the death penalty being common for crimes, not a whole lot. Heroes: I agree with both what World Tree and actual Veterans say. World Tree: "you're not a hero until someone else says you are.", suggesting otherwise will at best get you laughed at. Veterans: "I'm not a hero, the real heroes don't come home/are still over there." Deeds, not intentions, define heroes. Boldness should be rewarded or punished exactly according to how foolhardy it is. Every person has their own comfort level of immersion. All I care about is that everyone at the table is using the same person to talk about their character. It's awkward if some are talking in first while others are speaking in third. While this is my preferred style of game, that is not to say I will not play games that do not follow this format. Anime game? Sure, let the characters take ridiculous amounts of damage with minimal effect. Someone else running a module? By agreeing to play, I feel I agreed to the module's rails. You're running an actually historically accurate game? Might be fun. [/QUOTE]
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So...what type of game do you guys want to play?
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