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D&D Older Editions, OSR, & D&D Variants
The Best Thing from 4E
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<blockquote data-quote="JamesonCourage" data-source="post: 6588846" data-attributes="member: 6668292"><p>CAREFUL ON THE CAPS since I don't know HOW TO REACT WELL TO THEM.</p><p></p><p>And in the hypothetical, the choice isn't meaningless. It's uninformed. If both choices led to exactly the same result, that's a meaningless choice. In the rare event that the players simply have to make a choice that is essentially a guess, it's not necessarily meaningless. It's just uninformed.</p><p></p><p>Meaningless to them? At the moment, perhaps. But even then, in this hypothetical, they could know that choosing poorly at the fork would mean they fail their goal (I'll leave "good design" comments to pemerton). In such a rare event, their choice is very meaningful, and they know it, the decision is just still based on what is essentially a guess.</p><p></p><p>But, in the rare hypothetical where the PCs are presented with a choice that they must make a guess on, it might be meaningless at the moment. But the results aren't. Take two kids. One kid has something behind his back, in one of his hands. He tells the other kid to pick a hand (and then he'll present it). It will either have nothing in it, or something in it. The choice (which hand to pick) is essentially a guess, but that doesn't mean that it's meaningless to the kid picking. It's just uninformed.</p><p></p><p>Either they don't, or through continued play. But whether or not they know that going right meant that they never found out about those documents doesn't matter. What it means is that they never found out about those documents. Which means they don't know about it, which clearly changes the path of play compared to if they went left and found those documents. Who cares if they know, as long as the choice mattered (was meaningful) and had an impact on the course of play?</p><p></p><p>I'm one of those people who think most "designed scenarios" are truly un-engaging. I cannot get into APs, modules, etc. They're all just "poor design." But I think that's generally the case (in my view) with designed scenarios. I'd much rather play things out and see what happens.</p><p></p><p>Oh noes, the poster-man disagrees with me!!1!</p><p></p><p>Seriously, dude, stay civil or stop responding.</p><p></p><p>Do you think I'm saying that things should always be a 50% chance? No? Okay, good.</p><p></p><p>Explain to me what it is exactly that you think I'm defending. Because based on how you've described my RPG in this thread, I think you have no idea what sort of play I'm after.</p><p></p><p>I just don't care about Gygax. At all. Ever. He seemed like a cool dude, and I appreciate that he essentially founded the RPG movement. I don't care about his views on adventure "design", or on gaming in general. He is not my idol. He is not even someone I think made good games. Stop trying to leverage his views as anything important when in a conversation with me, please. It's just wasted breath.</p><p></p><p>I can't comment for him, but I don't do this. I don't go by the rule of drama, or the rule of cool, or even the rule of fun. I don't want everything to always be more interesting (or things would get really twisted and political real fast... it's a double cross! No a triple cross!). I go for my view of naturalism as augmented by dice to allow for coincidence. Sorry if you don't believe me. You're wrong.</p><p></p><p>I've had a PC executed. Also, there's been maybe two rescues in twenty or more capture scenarios. These are almost always resolved through PC resources (Negotiation checks, leveraging usefulness, making an escape personally, etc.). So, wrong for my style.</p><p></p><p>This is a really weird one. But if they're down to minutes and they stop for food... wrong for my style.</p><p></p><p>Wrong for my style.</p><p></p><p>So, all things being equal, he'll always choose something more interesting. That's the hypothesis. But the examples where this isn't the case don't disprove your hypothesis... because why, again? Your hypothesis is right even when it's wrong? I don't get it.</p><p></p><p>Dude, I have no idea where this came from. But I think it probably applies a lot more to other people's games than to mine (which, you know, has rules).</p><p></p><p>We'll see.</p><p></p><p>Aaaaaand no. We probably don't agree. But I guess it depends on what you mean by "system."</p><p></p><p>From reading this thread, I've learned I mostly don't care about your take on anything non-4e. And my respect for your view of 4e is honestly dwindling. Maybe it's better we don't engage in it.</p></blockquote><p></p>
[QUOTE="JamesonCourage, post: 6588846, member: 6668292"] CAREFUL ON THE CAPS since I don't know HOW TO REACT WELL TO THEM. And in the hypothetical, the choice isn't meaningless. It's uninformed. If both choices led to exactly the same result, that's a meaningless choice. In the rare event that the players simply have to make a choice that is essentially a guess, it's not necessarily meaningless. It's just uninformed. Meaningless to them? At the moment, perhaps. But even then, in this hypothetical, they could know that choosing poorly at the fork would mean they fail their goal (I'll leave "good design" comments to pemerton). In such a rare event, their choice is very meaningful, and they know it, the decision is just still based on what is essentially a guess. But, in the rare hypothetical where the PCs are presented with a choice that they must make a guess on, it might be meaningless at the moment. But the results aren't. Take two kids. One kid has something behind his back, in one of his hands. He tells the other kid to pick a hand (and then he'll present it). It will either have nothing in it, or something in it. The choice (which hand to pick) is essentially a guess, but that doesn't mean that it's meaningless to the kid picking. It's just uninformed. Either they don't, or through continued play. But whether or not they know that going right meant that they never found out about those documents doesn't matter. What it means is that they never found out about those documents. Which means they don't know about it, which clearly changes the path of play compared to if they went left and found those documents. Who cares if they know, as long as the choice mattered (was meaningful) and had an impact on the course of play? I'm one of those people who think most "designed scenarios" are truly un-engaging. I cannot get into APs, modules, etc. They're all just "poor design." But I think that's generally the case (in my view) with designed scenarios. I'd much rather play things out and see what happens. Oh noes, the poster-man disagrees with me!!1! Seriously, dude, stay civil or stop responding. Do you think I'm saying that things should always be a 50% chance? No? Okay, good. Explain to me what it is exactly that you think I'm defending. Because based on how you've described my RPG in this thread, I think you have no idea what sort of play I'm after. I just don't care about Gygax. At all. Ever. He seemed like a cool dude, and I appreciate that he essentially founded the RPG movement. I don't care about his views on adventure "design", or on gaming in general. He is not my idol. He is not even someone I think made good games. Stop trying to leverage his views as anything important when in a conversation with me, please. It's just wasted breath. I can't comment for him, but I don't do this. I don't go by the rule of drama, or the rule of cool, or even the rule of fun. I don't want everything to always be more interesting (or things would get really twisted and political real fast... it's a double cross! No a triple cross!). I go for my view of naturalism as augmented by dice to allow for coincidence. Sorry if you don't believe me. You're wrong. I've had a PC executed. Also, there's been maybe two rescues in twenty or more capture scenarios. These are almost always resolved through PC resources (Negotiation checks, leveraging usefulness, making an escape personally, etc.). So, wrong for my style. This is a really weird one. But if they're down to minutes and they stop for food... wrong for my style. Wrong for my style. So, all things being equal, he'll always choose something more interesting. That's the hypothesis. But the examples where this isn't the case don't disprove your hypothesis... because why, again? Your hypothesis is right even when it's wrong? I don't get it. Dude, I have no idea where this came from. But I think it probably applies a lot more to other people's games than to mine (which, you know, has rules). We'll see. Aaaaaand no. We probably don't agree. But I guess it depends on what you mean by "system." From reading this thread, I've learned I mostly don't care about your take on anything non-4e. And my respect for your view of 4e is honestly dwindling. Maybe it's better we don't engage in it. [/QUOTE]
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