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Playing the Game
Story Hour
The Liberation of Tenh (updated April 24)
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<blockquote data-quote="(contact)" data-source="post: 1121729" data-attributes="member: 41"><p>Yes you can, and I am prepared to use my super-powers to force you to do so.</p><p></p><p>[Hypnotic Stare]</p><p></p><p>You agree with me unconditionally. When you awaken, you will not remember that I gave you this command, yet you will be compelled to obey nonetheless.</p><p></p><p>[/Hypnotic Stare]</p><p></p><p></p><p></p><p>I agree with you unconditionally. </p><p></p><p>Sadly, I have traditionally had a lot of trouble getting buy-in from my (otherwise wonderful) players for that sort of game. They prefer, I think, the default D&D where the rules and expectations are more transparent, and they can plot and plan at a meta-game level and don't feel quite so beholden to my admittedly erratic well of "good ideas".</p><p></p><p></p><p></p><p>Oh, but where is such a story hour? I would love to read it, and I'm sure that others would love to read it-- but where oh where could we find such a story?</p><p></p><p></p><p></p><p>Which it kind of is at the levels the Liberators are at. Time stop --> Maze --> Plane shift to escape --> Quickened Fireball is more interesting to other tactical gamers than "Piscean waves his hand and Gwendolyn dissapears, but she returns a moment later, an invocation of flame on her lips!"</p><p></p><p></p><p></p><p>Right-- but that only worked because you already know they're barbarians because I've called them that, and as a D&D player you know that barbarians can only go into rages on their initiative, which they obviously just lost.</p><p></p><p>I'm not even sure if we're actually arguing or just making two different points-- I have a monster head cold right now that is making me three shades of stupid-- but at least for the Liberators, the D&Disms are part of what makes it fun. I bet most of us here play D&D and *like* playing D&D; some of the funnier bits (for me, at least) are when we turn that D&D "up to eleven," and then have the PCs play the straight man against the somewhat silly conventions.</p></blockquote><p></p>
[QUOTE="(contact), post: 1121729, member: 41"] Yes you can, and I am prepared to use my super-powers to force you to do so. [Hypnotic Stare] You agree with me unconditionally. When you awaken, you will not remember that I gave you this command, yet you will be compelled to obey nonetheless. [/Hypnotic Stare] I agree with you unconditionally. Sadly, I have traditionally had a lot of trouble getting buy-in from my (otherwise wonderful) players for that sort of game. They prefer, I think, the default D&D where the rules and expectations are more transparent, and they can plot and plan at a meta-game level and don't feel quite so beholden to my admittedly erratic well of "good ideas". Oh, but where is such a story hour? I would love to read it, and I'm sure that others would love to read it-- but where oh where could we find such a story? Which it kind of is at the levels the Liberators are at. Time stop --> Maze --> Plane shift to escape --> Quickened Fireball is more interesting to other tactical gamers than "Piscean waves his hand and Gwendolyn dissapears, but she returns a moment later, an invocation of flame on her lips!" Right-- but that only worked because you already know they're barbarians because I've called them that, and as a D&D player you know that barbarians can only go into rages on their initiative, which they obviously just lost. I'm not even sure if we're actually arguing or just making two different points-- I have a monster head cold right now that is making me three shades of stupid-- but at least for the Liberators, the D&Disms are part of what makes it fun. I bet most of us here play D&D and *like* playing D&D; some of the funnier bits (for me, at least) are when we turn that D&D "up to eleven," and then have the PCs play the straight man against the somewhat silly conventions. [/QUOTE]
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The Liberation of Tenh (updated April 24)
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