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The "real" reason the game has changed.
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<blockquote data-quote="shadzar" data-source="post: 5431289" data-attributes="member: 6667746"><p>Really? Commitment is simply to willingness to put effort into making it work/finish it/etc that you are committed to doing. Now it doesnt mean that you give the same amount of attention to one as the other...you choose which has priority. But willingness to make the time if yours and yours alone. If you choose to watch the superbowl and a spouse would prefer you do something/anything else but you do it anyway.... Likewise you can choose those hours to watch that, or do something to get ready for D&D. You make the choices with your free time to do things, and only have yourself to blame when you make ones that leave some things out.</p><p></p><p>This goes for DM and player, because the excuse to not having time has been made by players when trying to schedule a game, and if you want to be a part of it then be there rather than picking people up at a bar.</p><p></p><p>It isnt the game "feels" as though the power growth is defining the character growth. It is that it IS defining the character growth.</p><p></p><p>While adventuring you gather treasure, but never go about taking things, Funny how every even level, though you have never done it before, you are magically getting better at thieving because when you reach that level you get the *DING* that magically grants and imparts this ability unto you, whether you want it or not. All because of some other arbitrarily designed and disconnected system within the game needs it for you to "help others" using this skill sometimes. Whether you want your character to be thieving or not, you are slapped with it. Thats just an easy one, but completely where mechanics dictate the story. That isnt a "feel" unless you feel it when you are slapped in the face when trying to tell the story of someone who doesnt believe in thievery.</p><p></p><p></p><p></p><p>Exactly. The game has no more reality, so you cannot tell stories based on it and are forced to tell silly stories rather than ones more rooted. Again a changed caused by the playstyle trying to be represented by the game. Some people can see it right away, while others only noticed it through play, but sooner or later everyone should be able to see the game has changed forms to a fantastic battle simulator as battle is the prime function of the mechanics, so that you can get to it more often.</p></blockquote><p></p>
[QUOTE="shadzar, post: 5431289, member: 6667746"] Really? Commitment is simply to willingness to put effort into making it work/finish it/etc that you are committed to doing. Now it doesnt mean that you give the same amount of attention to one as the other...you choose which has priority. But willingness to make the time if yours and yours alone. If you choose to watch the superbowl and a spouse would prefer you do something/anything else but you do it anyway.... Likewise you can choose those hours to watch that, or do something to get ready for D&D. You make the choices with your free time to do things, and only have yourself to blame when you make ones that leave some things out. This goes for DM and player, because the excuse to not having time has been made by players when trying to schedule a game, and if you want to be a part of it then be there rather than picking people up at a bar. It isnt the game "feels" as though the power growth is defining the character growth. It is that it IS defining the character growth. While adventuring you gather treasure, but never go about taking things, Funny how every even level, though you have never done it before, you are magically getting better at thieving because when you reach that level you get the *DING* that magically grants and imparts this ability unto you, whether you want it or not. All because of some other arbitrarily designed and disconnected system within the game needs it for you to "help others" using this skill sometimes. Whether you want your character to be thieving or not, you are slapped with it. Thats just an easy one, but completely where mechanics dictate the story. That isnt a "feel" unless you feel it when you are slapped in the face when trying to tell the story of someone who doesnt believe in thievery. Exactly. The game has no more reality, so you cannot tell stories based on it and are forced to tell silly stories rather than ones more rooted. Again a changed caused by the playstyle trying to be represented by the game. Some people can see it right away, while others only noticed it through play, but sooner or later everyone should be able to see the game has changed forms to a fantastic battle simulator as battle is the prime function of the mechanics, so that you can get to it more often. [/QUOTE]
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