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General Tabletop Discussion
*Pathfinder & Starfinder
The Death of Simulation
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<blockquote data-quote="pemerton" data-source="post: 4022294" data-attributes="member: 42582"><p>I think you're partially right about the XP issue - but this is where the Quest rules may come in, as they do provide an alternative XP mechanic. I think it will be very interesting to see what is said in the DMG about who gets to determine what counts as a Quest (players, GM or both?). But Quests will still link to overcoming challenges, which leaves your main issue of the disconnect between rewards and thematic choices untouched:</p><p></p><p></p><p>I don't know that you're fully right, because if (as the designers have suggested) all builds are equally viable then it may be that not using ranged powers won't necessarily inhibit one's ability to overcome the challenge (provided that you do effectively use the powers you do have - I never denied that my theory draws only a pretty thin line between narrativism and gamism).</p><p></p><p>I think you're suggesting this as something consistent with my theory - assuming that is so, I'm in full agreement. In the sort of play I'm trying to describe highly metagamed character build is a big part of it. The new magic item rules also fit in here (magic items being a core part of D&D character build) as the end of the "Big 6" leaves much more room for players to use magic item choices as thematic statements.</p><p></p><p>I should finish by adding - part of why I'm interested in my theory (besides intellectual vanity) is that where D&D goes, so goes the bulk of the RPG world (players, that is, not necessarily designers). If D&D finally offers the potential for narrativist play (either as written, or with easily undertaken drfit), I think this could have a big impact on the future of RPGing.</p></blockquote><p></p>
[QUOTE="pemerton, post: 4022294, member: 42582"] I think you're partially right about the XP issue - but this is where the Quest rules may come in, as they do provide an alternative XP mechanic. I think it will be very interesting to see what is said in the DMG about who gets to determine what counts as a Quest (players, GM or both?). But Quests will still link to overcoming challenges, which leaves your main issue of the disconnect between rewards and thematic choices untouched: I don't know that you're fully right, because if (as the designers have suggested) all builds are equally viable then it may be that not using ranged powers won't necessarily inhibit one's ability to overcome the challenge (provided that you do effectively use the powers you do have - I never denied that my theory draws only a pretty thin line between narrativism and gamism). I think you're suggesting this as something consistent with my theory - assuming that is so, I'm in full agreement. In the sort of play I'm trying to describe highly metagamed character build is a big part of it. The new magic item rules also fit in here (magic items being a core part of D&D character build) as the end of the "Big 6" leaves much more room for players to use magic item choices as thematic statements. I should finish by adding - part of why I'm interested in my theory (besides intellectual vanity) is that where D&D goes, so goes the bulk of the RPG world (players, that is, not necessarily designers). If D&D finally offers the potential for narrativist play (either as written, or with easily undertaken drfit), I think this could have a big impact on the future of RPGing. [/QUOTE]
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