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<blockquote data-quote="Argyle King" data-source="post: 5870643" data-attributes="member: 58416"><p><span style="color: Magenta">I misunderstood the original post. Thanks for clarifying.</span></p><p></p><p><strong>Personally, I wouldn't want to just think of those things as fluff though. I don't feel they should only be part of the background. If I have allies (or enemies even) that should be a tangible part of the game. Likewise, if I have a castle or land, I don't want that stuff to only matter during a certain mode of play. If that's part of my character, it should be part of my character no matter if I'm slaying kobolds in a dungeon somewhere or trying to woo the daughter of an influential noble. </strong></p><p><strong></strong></p><p><strong>I would prefer that my character earn those things in play, and in a way which is consistent with the ebb & flow of the campaign's story rather than have those things rewarded as a function of level and/or as a function of treasure parcels. If I successfully conquer, claim, or build a castle, I feel that should become part of my character. Fluff and the mechanics of how the game work should compliment each other; not be at odds or feel like two separate parts of the game. </strong></p><p><strong></strong></p><p><strong>You had mentioned allowing less abstract treatments of those things via modules. That makes me feel better. However, I'd prefer having a core (and a set of ideals upon which the game is built) which is capable of consistently handling what I want to do whether what I want to do includes going solo or includes gaining allies or maybe wanting to do a little of both. I think having a flatter power curve will help with that. However, a lot of the ideas I've heard about how 5E might (or should) work still seem to have some of the obstacles 4E had for me when trying to tell the some of stories I want to tell and when trying to build some of the worlds I want to build.</strong></p><p><strong></strong></p><p><strong></strong></p><p><strong></strong></p></blockquote><p></p>
[QUOTE="Argyle King, post: 5870643, member: 58416"] [COLOR=Magenta]I misunderstood the original post. Thanks for clarifying.[/COLOR] [B]Personally, I wouldn't want to just think of those things as fluff though. I don't feel they should only be part of the background. If I have allies (or enemies even) that should be a tangible part of the game. Likewise, if I have a castle or land, I don't want that stuff to only matter during a certain mode of play. If that's part of my character, it should be part of my character no matter if I'm slaying kobolds in a dungeon somewhere or trying to woo the daughter of an influential noble. I would prefer that my character earn those things in play, and in a way which is consistent with the ebb & flow of the campaign's story rather than have those things rewarded as a function of level and/or as a function of treasure parcels. If I successfully conquer, claim, or build a castle, I feel that should become part of my character. Fluff and the mechanics of how the game work should compliment each other; not be at odds or feel like two separate parts of the game. You had mentioned allowing less abstract treatments of those things via modules. That makes me feel better. However, I'd prefer having a core (and a set of ideals upon which the game is built) which is capable of consistently handling what I want to do whether what I want to do includes going solo or includes gaining allies or maybe wanting to do a little of both. I think having a flatter power curve will help with that. However, a lot of the ideas I've heard about how 5E might (or should) work still seem to have some of the obstacles 4E had for me when trying to tell the some of stories I want to tell and when trying to build some of the worlds I want to build. [/B] [/QUOTE]
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