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The Game for Non-Gamers: (Forked from: Sexism in D&D)
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<blockquote data-quote="InVinoVeritas" data-source="post: 4808188" data-attributes="member: 41485"><p>I like how we're running the gamut of opinions, but I think we're beginning to veer off topic (drive-by shootings and semantics?).</p><p> </p><p>Still, the very existence of the gamut of opinions is interesting. It means that we all love and play the game, but get different sources of enjoyment out of it. Part of asking how to attract groups that aren't inherently interested but might be, is in understanding what about the game attracts those that are inherently interested.</p><p> </p><p>I've always been more of the storyteller than the combat enthusiast. Yet somehow there's space for both styles within the same game. I might not enjoy a game that doesn't look into the hows and whys of a situation, but I wouldn't begrudge someone's play style. </p><p> </p><p>So, is there a point at which the game fails to support someone's play style? Not my personal preferences for a game, but the game as a whole? If so, where is it, why, and should something be done about it?</p><p> </p><p>In my opinion, the game fails once someone wishes to avoid combat. At that point, we're given over mostly to DM fiat. DM fiat is great, but it doesn't require a game--I can just tell stories. However, the game still allows for stories to develop as a natural result of the mechanics. We still roll dice and play tactically to direct the flow of the story, so storytelling isn't completely divorced from mechanics.</p><p> </p><p>In addition, combat is not required to roll dice and play tactically. Skill checks include a dice rolling component, and explanation of skill use is tactical play. Much as someone will decide precisely where to move and what form of attack to use to drop his opponent, tactical play includes deciding how exactly to intimidate your rival. The skill on the player's part to come up with what to say is equivalent to the skill to maneuver on the battlefield. Both can add richness.</p><p> </p><p>Now, however, the game rewards combat prowess with XP and levels. Non-combat prowess, however, is considered its own reward. That's weak. It's also why I suggested the Influence system. The reward for non-combat prowess in the real world is better access to whatever it happens to be that you want, and it should pay off in game, too. I certainly didn't earn my house, my job, and my leisure time by killing monsters and taking their stuff. Shouldn't there be some similar mechanism in game?</p><p> </p><p>Or should there?</p></blockquote><p></p>
[QUOTE="InVinoVeritas, post: 4808188, member: 41485"] I like how we're running the gamut of opinions, but I think we're beginning to veer off topic (drive-by shootings and semantics?). Still, the very existence of the gamut of opinions is interesting. It means that we all love and play the game, but get different sources of enjoyment out of it. Part of asking how to attract groups that aren't inherently interested but might be, is in understanding what about the game attracts those that are inherently interested. I've always been more of the storyteller than the combat enthusiast. Yet somehow there's space for both styles within the same game. I might not enjoy a game that doesn't look into the hows and whys of a situation, but I wouldn't begrudge someone's play style. So, is there a point at which the game fails to support someone's play style? Not my personal preferences for a game, but the game as a whole? If so, where is it, why, and should something be done about it? In my opinion, the game fails once someone wishes to avoid combat. At that point, we're given over mostly to DM fiat. DM fiat is great, but it doesn't require a game--I can just tell stories. However, the game still allows for stories to develop as a natural result of the mechanics. We still roll dice and play tactically to direct the flow of the story, so storytelling isn't completely divorced from mechanics. In addition, combat is not required to roll dice and play tactically. Skill checks include a dice rolling component, and explanation of skill use is tactical play. Much as someone will decide precisely where to move and what form of attack to use to drop his opponent, tactical play includes deciding how exactly to intimidate your rival. The skill on the player's part to come up with what to say is equivalent to the skill to maneuver on the battlefield. Both can add richness. Now, however, the game rewards combat prowess with XP and levels. Non-combat prowess, however, is considered its own reward. That's weak. It's also why I suggested the Influence system. The reward for non-combat prowess in the real world is better access to whatever it happens to be that you want, and it should pay off in game, too. I certainly didn't earn my house, my job, and my leisure time by killing monsters and taking their stuff. Shouldn't there be some similar mechanism in game? Or should there? [/QUOTE]
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