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The Glass Cannon or the Bag of Hit Points
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<blockquote data-quote="Celtavian" data-source="post: 6672726" data-attributes="member: 5834"><p>Why do you like using bespoke instead of tailored? It's pretentious. Karma sounds like tailored rules to suit how you want to run the game. Runtime metagame construct? You're using a video game reference for a TTRPG? You essentially run encounters from what I have read that the party has little ability to defeat without you constructing the encounter to make the enemy act in a disorganized and inefficient manner. I view that as tailoring. I'm assuming you find the imagery in your mind interesting or derive some pleasure from creating these scenarios otherwise you would not create them.</p><p></p><p>My games are crafted more like an author crafts a story. The DM is in charge of the setting, antagonist, secondary characters, and plot. The PCs are in charge of the main characters. The rules create a sense of randomness and fate during the combat/encounter resolution process that keeps everyone guessing as to the outcome.</p><p></p><p>I'm not even sure why we have discussions. Our perspectives are so foreign to the other as to be nearly incompatible. Story is my main interest. I want characters that are worth telling a story about. I wouldn't even play this game without some kind of story to play in. You and chriton are looking for a different experience apparently. I find sandboxes as they are called boring and trivial.</p><p></p><p>IWD2? I have no frame of reference. Is that a video game?</p></blockquote><p></p>
[QUOTE="Celtavian, post: 6672726, member: 5834"] Why do you like using bespoke instead of tailored? It's pretentious. Karma sounds like tailored rules to suit how you want to run the game. Runtime metagame construct? You're using a video game reference for a TTRPG? You essentially run encounters from what I have read that the party has little ability to defeat without you constructing the encounter to make the enemy act in a disorganized and inefficient manner. I view that as tailoring. I'm assuming you find the imagery in your mind interesting or derive some pleasure from creating these scenarios otherwise you would not create them. My games are crafted more like an author crafts a story. The DM is in charge of the setting, antagonist, secondary characters, and plot. The PCs are in charge of the main characters. The rules create a sense of randomness and fate during the combat/encounter resolution process that keeps everyone guessing as to the outcome. I'm not even sure why we have discussions. Our perspectives are so foreign to the other as to be nearly incompatible. Story is my main interest. I want characters that are worth telling a story about. I wouldn't even play this game without some kind of story to play in. You and chriton are looking for a different experience apparently. I find sandboxes as they are called boring and trivial. IWD2? I have no frame of reference. Is that a video game? [/QUOTE]
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The Glass Cannon or the Bag of Hit Points
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