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<blockquote data-quote="Cadfan" data-source="post: 4184143" data-attributes="member: 40961"><p>I don't disagree at all.</p><p></p><p>I just think that the lines </p><p></p><p>pretty much cover things.</p><p></p><p>I agree with the <em>principles</em> of most of the people in this thread, including those with whom I've been arguing. I just think that the <em>application</em> of those principles has gone vastly overboard once someone starts arguing that a succubus seducing people needs more detail so that DMs will know what to do with it.</p><p></p><p>Things in this thread that I agree with, even though it may seem like I don't if you read me uncharitably:</p><p></p><p>1. Monsters need some seed in their monster manual entry for DMs to take and grow into a plotline.</p><p>2. The game needs predictable rules so that players can interact with it.</p><p>3. Things that a player character is likely to do, and which are likely to be done by a player character, generally need rules to represent them.</p><p></p><p>I agree with all of those principles. But they are all matters of degree. Follow point 1 too far and the monster manual fills up with overly specific plot ideas that will be of little use to most games. Follow point 2 too far and the places where predictability is unnecessary (the places usually handled by roleplaying and DM discretion) are stifled. Follow point 3 too far and the game rules fill with edge cases and the game becomes unwieldy.</p><p></p><p>A succubus is a shapechanger who tempts mortal men and women into doing evil. Ok. Great. Who the succubus tempts, what the succubus offers, and whether they accept is plot data. It's campaign specific. Write it yourself, or buy a module.</p></blockquote><p></p>
[QUOTE="Cadfan, post: 4184143, member: 40961"] I don't disagree at all. I just think that the lines pretty much cover things. I agree with the [I]principles[/I] of most of the people in this thread, including those with whom I've been arguing. I just think that the [I]application[/I] of those principles has gone vastly overboard once someone starts arguing that a succubus seducing people needs more detail so that DMs will know what to do with it. Things in this thread that I agree with, even though it may seem like I don't if you read me uncharitably: 1. Monsters need some seed in their monster manual entry for DMs to take and grow into a plotline. 2. The game needs predictable rules so that players can interact with it. 3. Things that a player character is likely to do, and which are likely to be done by a player character, generally need rules to represent them. I agree with all of those principles. But they are all matters of degree. Follow point 1 too far and the monster manual fills up with overly specific plot ideas that will be of little use to most games. Follow point 2 too far and the places where predictability is unnecessary (the places usually handled by roleplaying and DM discretion) are stifled. Follow point 3 too far and the game rules fill with edge cases and the game becomes unwieldy. A succubus is a shapechanger who tempts mortal men and women into doing evil. Ok. Great. Who the succubus tempts, what the succubus offers, and whether they accept is plot data. It's campaign specific. Write it yourself, or buy a module. [/QUOTE]
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