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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
The Best Thing from 4E
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<blockquote data-quote="AbdulAlhazred" data-source="post: 6588868" data-attributes="member: 82106"><p>I have a perfectly fine grasp of what [MENTION=42582]pemerton[/MENTION] is doing, and I have a perfectly fine grasp of what you and [MENTION=6775031]Saelorn[/MENTION] are doing too. You don't like my analysis, that doesn't mean you get to tell me what I do and don't grasp. Pemerton gave a very lucid example, in fact MANY lucid examples of what he does. Furthermore I often do the same sort of thing, though I think there are some differences between Pemerton's style and mine. </p><p></p><p>I'll let Pemerton speak for himself about how he would play it out, but a perfectly good way to do it would be to consider what it is that the players are more interested in, a knock-down fight, or an intrigue, and what resources could be brought to bear in terms of stakes in each case. Other considerations might exist as well, such as pacing. In general in 4e I don't find that there's a lot of reward in character's wandering around engaging in scenes that aren't advancing things in whatever direction is desired. So, if the DM is deciding the players are wanting a fight, then why present any choice at all? I wouldn't. Likewise, if they're desiring to find some clues and pursue the stranger or whatever, then just present the clues, or at least the situation where the PCs can attempt to acquire them. </p><p></p><p></p><p>I just don't believe in the existence in any practical sense of a coherent natural view of the game world, so I don't think that there's any significant way, beyond drama or some other non-simulationist method, to decide. In fact I think the only STRONG argument to be made is a gamist one. In fact I believe I made that argument when I discussed 'planning horizons' with Pemerton a while back. In other words making up stuff to throw at the PCs constantly on the fly purely on the basis of scene framing undermines the resource game, which is a significant factor in 4e. I rely more on that game, and the integrity of that game, than apparently Pemerton does. </p><p></p><p></p><p>Mmmmmm, We will certainly have to just agree to disagree. You seem to think I don't understand what any of you are doing, and frankly I have to admit I think fundamentally you both have a blind spot. Understand though, this is merely a discussion of GMing principles and techniques, don't take it as more than that. You like what you like and you want to approach it and think about it in a certain way. Its fine, you're obviously having fun and there's no need to feel defensive about it.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 6588868, member: 82106"] I have a perfectly fine grasp of what [MENTION=42582]pemerton[/MENTION] is doing, and I have a perfectly fine grasp of what you and [MENTION=6775031]Saelorn[/MENTION] are doing too. You don't like my analysis, that doesn't mean you get to tell me what I do and don't grasp. Pemerton gave a very lucid example, in fact MANY lucid examples of what he does. Furthermore I often do the same sort of thing, though I think there are some differences between Pemerton's style and mine. I'll let Pemerton speak for himself about how he would play it out, but a perfectly good way to do it would be to consider what it is that the players are more interested in, a knock-down fight, or an intrigue, and what resources could be brought to bear in terms of stakes in each case. Other considerations might exist as well, such as pacing. In general in 4e I don't find that there's a lot of reward in character's wandering around engaging in scenes that aren't advancing things in whatever direction is desired. So, if the DM is deciding the players are wanting a fight, then why present any choice at all? I wouldn't. Likewise, if they're desiring to find some clues and pursue the stranger or whatever, then just present the clues, or at least the situation where the PCs can attempt to acquire them. I just don't believe in the existence in any practical sense of a coherent natural view of the game world, so I don't think that there's any significant way, beyond drama or some other non-simulationist method, to decide. In fact I think the only STRONG argument to be made is a gamist one. In fact I believe I made that argument when I discussed 'planning horizons' with Pemerton a while back. In other words making up stuff to throw at the PCs constantly on the fly purely on the basis of scene framing undermines the resource game, which is a significant factor in 4e. I rely more on that game, and the integrity of that game, than apparently Pemerton does. Mmmmmm, We will certainly have to just agree to disagree. You seem to think I don't understand what any of you are doing, and frankly I have to admit I think fundamentally you both have a blind spot. Understand though, this is merely a discussion of GMing principles and techniques, don't take it as more than that. You like what you like and you want to approach it and think about it in a certain way. Its fine, you're obviously having fun and there's no need to feel defensive about it. [/QUOTE]
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