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The Flavorless Game?
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<blockquote data-quote="Galloglaich" data-source="post: 4650994" data-attributes="member: 77019"><p>Very well put, the problem I run into with experienced DnD gamers in the last ten years or so, is that they actually get mad if they don't know what a monster is or how many points of whatever they need to defeat it. I agree with the underlying concept that things should be on the up and up, I figure out the stats on monsters I use very carefully and I'll not infrequently show the players the stasts of a monster after a fight, if they fought it. But veteran gamer types, and this is even more true of people who are used to playing games lke WoW, expect to hack their way through pretty much every monster or NPC they run into. Some people belive it's actually built into the DnD rules that they aren't supposed to be allowed to run into anything they can't handle in a fight. How can you have a game that is anything like a story if everything they run into is a 'speed bump' as you aptly put it.</p><p> </p><p>To me this is a stunning concept in an RPG game. I remember arguments on this forum to the effect that you couldn't have an encoutner with a Sphinx, say, that asked riddles you had to answer or turn back because he was too tough to fight (not fair to have an encounter with an EL that high) you couldn't have a king arthur NPC who was the only guy in the world that could pull excalibur from the stone (because there had to be a way for the players to do anything the NPCs could do.)</p><p> </p><p>I really don't get this. Same with all the nerfing in Magic. An entire story in the Arabian knights was built around one artefact that could turn you invisible. Many people familiar with DnD or WoW are used to thinking of invisibility as a common, temporary and very nerfed effect. A second level spell. I think it should be like a 5th level spell but not be nerfed at all.</p><p> </p><p>Part of getting the flavor to have a real immersive feel requires that a fight is dangerous, something you have to think about whether or not to get into; enemies are unpredictable, magic even more so.</p><p> </p><p>I give an RPG the 'fairy tale' test, if you couldn't portray a good story from Sinbad or an Icelandic Saga or something similar, it probably isn't going to be that good of a game.</p><p> </p><p></p><p> </p><p>Well put.</p><p> </p><p>G.</p></blockquote><p></p>
[QUOTE="Galloglaich, post: 4650994, member: 77019"] Very well put, the problem I run into with experienced DnD gamers in the last ten years or so, is that they actually get mad if they don't know what a monster is or how many points of whatever they need to defeat it. I agree with the underlying concept that things should be on the up and up, I figure out the stats on monsters I use very carefully and I'll not infrequently show the players the stasts of a monster after a fight, if they fought it. But veteran gamer types, and this is even more true of people who are used to playing games lke WoW, expect to hack their way through pretty much every monster or NPC they run into. Some people belive it's actually built into the DnD rules that they aren't supposed to be allowed to run into anything they can't handle in a fight. How can you have a game that is anything like a story if everything they run into is a 'speed bump' as you aptly put it. To me this is a stunning concept in an RPG game. I remember arguments on this forum to the effect that you couldn't have an encoutner with a Sphinx, say, that asked riddles you had to answer or turn back because he was too tough to fight (not fair to have an encounter with an EL that high) you couldn't have a king arthur NPC who was the only guy in the world that could pull excalibur from the stone (because there had to be a way for the players to do anything the NPCs could do.) I really don't get this. Same with all the nerfing in Magic. An entire story in the Arabian knights was built around one artefact that could turn you invisible. Many people familiar with DnD or WoW are used to thinking of invisibility as a common, temporary and very nerfed effect. A second level spell. I think it should be like a 5th level spell but not be nerfed at all. Part of getting the flavor to have a real immersive feel requires that a fight is dangerous, something you have to think about whether or not to get into; enemies are unpredictable, magic even more so. I give an RPG the 'fairy tale' test, if you couldn't portray a good story from Sinbad or an Icelandic Saga or something similar, it probably isn't going to be that good of a game. Well put. G. [/QUOTE]
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