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The game police, they live inside of my head
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<blockquote data-quote="howandwhy99" data-source="post: 3767721" data-attributes="member: 3192"><p>Damn! I want to play more Paranoia now. It's a world meant to drive you insane. Happily though, Mr. Computer! </p><p></p><p>D&D can or could work under similar ideas. The Player has a numerical representation showing how good he is at swinging a sword. He gets a better idea after he's swung it at something a few times. </p><p></p><p>How good does that reflective armor work? Again, learn in character. Study it, practice on it with a wooden sword, and you should get be able to work your way down to a numerical understanding. More fun is when its' attributes are more than just numerical. Like knowing it reflects only magic from arcane m-u's. And that you can cut it up and place it on your castles' front door. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>EDIT: </p><p>Jer,</p><p>Yeah, that is one style. We use character sheets as they are good to have. Most of what is on them are the notes and equipment lists (more notes really) of the Players. HP, AC, Weapon Damage, Ability Scores, and the like are the simple numerical representations players can use as a good approximation of what their character is and can do. That is D&D to me. No need to keep it all behind the screen.</p><p></p><p>Not to get off topic, but my concern with Sorcerer, as I understand it, is the players can alter the world by controlling how it behaves. Story emulation over simulation. That's metagame thinking in my mind and not necessary for creating cool stories. It's more of a round robin, campfire, story telling game where everyone gets to add their part rather than a hypothetically "lived" event that is a story when talked about afterward. The focus is on challenging and improving the Players rather than the narrative quality of their actions.</p></blockquote><p></p>
[QUOTE="howandwhy99, post: 3767721, member: 3192"] Damn! I want to play more Paranoia now. It's a world meant to drive you insane. Happily though, Mr. Computer! D&D can or could work under similar ideas. The Player has a numerical representation showing how good he is at swinging a sword. He gets a better idea after he's swung it at something a few times. How good does that reflective armor work? Again, learn in character. Study it, practice on it with a wooden sword, and you should get be able to work your way down to a numerical understanding. More fun is when its' attributes are more than just numerical. Like knowing it reflects only magic from arcane m-u's. And that you can cut it up and place it on your castles' front door. :) EDIT: Jer, Yeah, that is one style. We use character sheets as they are good to have. Most of what is on them are the notes and equipment lists (more notes really) of the Players. HP, AC, Weapon Damage, Ability Scores, and the like are the simple numerical representations players can use as a good approximation of what their character is and can do. That is D&D to me. No need to keep it all behind the screen. Not to get off topic, but my concern with Sorcerer, as I understand it, is the players can alter the world by controlling how it behaves. Story emulation over simulation. That's metagame thinking in my mind and not necessary for creating cool stories. It's more of a round robin, campfire, story telling game where everyone gets to add their part rather than a hypothetically "lived" event that is a story when talked about afterward. The focus is on challenging and improving the Players rather than the narrative quality of their actions. [/QUOTE]
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