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Telling a story with 4th Edition
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<blockquote data-quote="ashockney" data-source="post: 4571312" data-attributes="member: 1363"><p>That's exactly the kind of stuff I was thinking of when I wrote this post. For example, I love that unlike in 1e, 2e, and 3e, there is now an elegant set of mechanics to detemine through non-combat encounters the outcome of roleplaying and npc encounters. One of the players in my group is setting up a crime network in their little "town". So at what point, how big does the crime network get? Will it be in full swing in the city (minions, henchmen, a revenue stream, etc. prior to 10th)? There is no real clear base-line or guidance for how big to make all this. As has been pointed out the PC's are fairly "heoric" even at 1st level. Why couldn't they be running the town guard, running the local thieves' guild, etc? How much money, reputation, honor, contacts, or followers can the party acquire by succeeded in non-combat, story focused, skill challenges? What suddenly happens at 11th level to this pc, and how do his resources go from local (small town) thieves guild to kingdom-wide thieves guild? How fast? What in game advantages could this include? What would failure in the related skill challenges mean to the story? Has anyone tried telling this kind of story in 4e, and how has the rules system supported or challenge your story?</p></blockquote><p></p>
[QUOTE="ashockney, post: 4571312, member: 1363"] That's exactly the kind of stuff I was thinking of when I wrote this post. For example, I love that unlike in 1e, 2e, and 3e, there is now an elegant set of mechanics to detemine through non-combat encounters the outcome of roleplaying and npc encounters. One of the players in my group is setting up a crime network in their little "town". So at what point, how big does the crime network get? Will it be in full swing in the city (minions, henchmen, a revenue stream, etc. prior to 10th)? There is no real clear base-line or guidance for how big to make all this. As has been pointed out the PC's are fairly "heoric" even at 1st level. Why couldn't they be running the town guard, running the local thieves' guild, etc? How much money, reputation, honor, contacts, or followers can the party acquire by succeeded in non-combat, story focused, skill challenges? What suddenly happens at 11th level to this pc, and how do his resources go from local (small town) thieves guild to kingdom-wide thieves guild? How fast? What in game advantages could this include? What would failure in the related skill challenges mean to the story? Has anyone tried telling this kind of story in 4e, and how has the rules system supported or challenge your story? [/QUOTE]
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