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The D&D Experience (or, All Roads lead to Rome)
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<blockquote data-quote="BryonD" data-source="post: 5462862" data-attributes="member: 957"><p>Offered for reference and nothing critical meant here; if you are having fun, then you are having fun and that is what it is all about...</p><p></p><p>You just flat out stated that it is mechanics first. Yes, you are absolutely going to create a narrative story for how it played out. But you have pre-established the mechanical definition of what would happen. The story is then shoe-horned on to the prerequisite mechanical framework.</p><p></p><p>In my game one success may be all it takes. Or maybe it takes 10. And one failure may be catastrophic or maybe they can get away with eight. I won't know until the players tell me what is happening and then we find out if they are successes or failures. The narrative is the master of the situation and the mechanics do their best to obediently model what the narrative says.</p><p></p><p>And this is what I mean when I say "pop quiz" role playing. You look at a list of powers, find one that looks workable and then build a story that explains why this mechanic applies to the situation. But the story is following the lead of the mechanics. It is an exercise in association. (It has some elements in common with Iron DM).</p><p></p><p>I'd more enjoy the approach that Hacon, warrior of the North says "here is what I'm going to do" and then it falls to the DM to make the mechanics work. </p><p></p><p>And, lest I get too caught up in praising my version, it doesn't always work great. There are blips in the 3E mechanics, no doubt. But it goes at it with that spirit in mind. And I like that.</p><p></p><p>I don't remotely question the merit or fun in your approach. I simply note the distinction as an example of decidedly different areas of Rome, which some people may not even really consider to be the same city. (Even if they are both great places to visit).</p></blockquote><p></p>
[QUOTE="BryonD, post: 5462862, member: 957"] Offered for reference and nothing critical meant here; if you are having fun, then you are having fun and that is what it is all about... You just flat out stated that it is mechanics first. Yes, you are absolutely going to create a narrative story for how it played out. But you have pre-established the mechanical definition of what would happen. The story is then shoe-horned on to the prerequisite mechanical framework. In my game one success may be all it takes. Or maybe it takes 10. And one failure may be catastrophic or maybe they can get away with eight. I won't know until the players tell me what is happening and then we find out if they are successes or failures. The narrative is the master of the situation and the mechanics do their best to obediently model what the narrative says. And this is what I mean when I say "pop quiz" role playing. You look at a list of powers, find one that looks workable and then build a story that explains why this mechanic applies to the situation. But the story is following the lead of the mechanics. It is an exercise in association. (It has some elements in common with Iron DM). I'd more enjoy the approach that Hacon, warrior of the North says "here is what I'm going to do" and then it falls to the DM to make the mechanics work. And, lest I get too caught up in praising my version, it doesn't always work great. There are blips in the 3E mechanics, no doubt. But it goes at it with that spirit in mind. And I like that. I don't remotely question the merit or fun in your approach. I simply note the distinction as an example of decidedly different areas of Rome, which some people may not even really consider to be the same city. (Even if they are both great places to visit). [/QUOTE]
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