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General Tabletop Discussion
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Supposing D&D is gamist, what does that mean?
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<blockquote data-quote="pemerton" data-source="post: 8695091" data-attributes="member: 42582"><p>I posted some examples from Traveller upthread. The player of the PC who knows the Imperial Navy manuals back-to-front is the one who tells us how things are done in the Imperial Navy. The character who is a Baron of Hallucida tells us what Hallucidan policy and interests are. Etc.</p><p></p><p>In 4e D&D, we had one PC with strong knowledge skills - a wizard/invoker whose Paragon Path was Divine Philosopher and whose Epic Destiny was Sage of Ages.</p><p></p><p>That player would explain how things worked - magic, the planes, etc - and declare checks based on this. If what they explained seemed to need a bit of massaging to fit with what else had been established, then we would talk it through, just as any other action declaration can sometimes require getting clear consensus on its fictional premise. If the check succeeded - which for that build it mostly does! - then that settled how things were. If the check failed, then that could be my cue (as GM) to introduce a twist.</p><p></p><p>Here are some examples of the player having his PC do magic things, which take for granted the player's conception of what is possible in this respect:</p><p></p><p></p><p></p><p>And here's an example of the truth of the most important question in the campaign, namely, <em>Is the Dusk War upon us?</em>, being settled by play:</p><p></p><p>The basic idea, at least as I see it - but I think [USER=82106]@AbdulAlhazred[/USER] more-or-less agrees - is that a character with high knowledge skills succeeds by knowing stuff, just as a character with high physical skills succeeds by performing feats of great prowess.</p><p></p><p>We (or at least I) don't see the general function of knowledge skills being to allow the players to learn the content of the GM's notes - though in 4e some knowledge skills do have a secondary function, in the form of monster knowledge checks, which permits a player to learn a monster's stat block and description.</p></blockquote><p></p>
[QUOTE="pemerton, post: 8695091, member: 42582"] I posted some examples from Traveller upthread. The player of the PC who knows the Imperial Navy manuals back-to-front is the one who tells us how things are done in the Imperial Navy. The character who is a Baron of Hallucida tells us what Hallucidan policy and interests are. Etc. In 4e D&D, we had one PC with strong knowledge skills - a wizard/invoker whose Paragon Path was Divine Philosopher and whose Epic Destiny was Sage of Ages. That player would explain how things worked - magic, the planes, etc - and declare checks based on this. If what they explained seemed to need a bit of massaging to fit with what else had been established, then we would talk it through, just as any other action declaration can sometimes require getting clear consensus on its fictional premise. If the check succeeded - which for that build it mostly does! - then that settled how things were. If the check failed, then that could be my cue (as GM) to introduce a twist. Here are some examples of the player having his PC do magic things, which take for granted the player's conception of what is possible in this respect: And here's an example of the truth of the most important question in the campaign, namely, [i]Is the Dusk War upon us?[/i], being settled by play: The basic idea, at least as I see it - but I think [USER=82106]@AbdulAlhazred[/USER] more-or-less agrees - is that a character with high knowledge skills succeeds by knowing stuff, just as a character with high physical skills succeeds by performing feats of great prowess. We (or at least I) don't see the general function of knowledge skills being to allow the players to learn the content of the GM's notes - though in 4e some knowledge skills do have a secondary function, in the form of monster knowledge checks, which permits a player to learn a monster's stat block and description. [/QUOTE]
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