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That Thread in Which We Ruminate on the Confluence of Actor Stance, Immersion, and "Playing as if I Was My Character"
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<blockquote data-quote="Manbearcat" data-source="post: 8251229" data-attributes="member: 6696971"><p>Its not clear how gold = xp is anything more than keeping score (which I think is what you're saying here and I don't know what Emerikol is saying about it) which also works with the rest of the system to create the carrot to "push on" rather than "retreat with the spoils we have (either because we're nearing encumbered or resource exhaustion."</p><p></p><p>"I suddenly got better at swinging a sword, not succumbing to poison, not perishing from falls because of the gold we got from that treasure room (as a first order function)" is clearly not anchored within the game world in any way. </p><p></p><p>Looting a fancy +3 sword will makes you better at sword-swinging.</p><p></p><p>Buying a Periapt of Proof against Poison from the strange peddler will make you better at not succumbing to poison (and is a 2nd order function of getting gold...you have the gold...now you have to turn it into something useful).</p><p></p><p>Crafting a Feather Fall Scroll with the attained gold will make you better at not perishing from falls (again, 2nd order).</p><p></p><p></p><p>But if gold is a sort of 1st order adventuring competency force-multiplier (the "for xp" part) that it is in the real world in terms of wealth creation...then something very strange is happening in D&D land.</p><p></p><p>Like a great many things D&D, its (as you say) both an end and a means to facilitate the Skilled Play priority of classic D&D delving.</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 8251229, member: 6696971"] Its not clear how gold = xp is anything more than keeping score (which I think is what you're saying here and I don't know what Emerikol is saying about it) which also works with the rest of the system to create the carrot to "push on" rather than "retreat with the spoils we have (either because we're nearing encumbered or resource exhaustion." "I suddenly got better at swinging a sword, not succumbing to poison, not perishing from falls because of the gold we got from that treasure room (as a first order function)" is clearly not anchored within the game world in any way. Looting a fancy +3 sword will makes you better at sword-swinging. Buying a Periapt of Proof against Poison from the strange peddler will make you better at not succumbing to poison (and is a 2nd order function of getting gold...you have the gold...now you have to turn it into something useful). Crafting a Feather Fall Scroll with the attained gold will make you better at not perishing from falls (again, 2nd order). But if gold is a sort of 1st order adventuring competency force-multiplier (the "for xp" part) that it is in the real world in terms of wealth creation...then something very strange is happening in D&D land. Like a great many things D&D, its (as you say) both an end and a means to facilitate the Skilled Play priority of classic D&D delving. [/QUOTE]
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That Thread in Which We Ruminate on the Confluence of Actor Stance, Immersion, and "Playing as if I Was My Character"
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