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Wandering Monsters: Monster Mashups
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<blockquote data-quote="I'm A Banana" data-source="post: 6155273" data-attributes="member: 2067"><p>Nah, just that the game is designed with the idea that you won't <em>necessarily</em> be using elves and dwarves, and even if you do, you won't necessarily be using them as presented in the PH. A good example needs robust story and mechanics, but it also needs to be easy to ignore. That is, it needs to be not tightly tangled with other elements. Modular. Give me a good elf. Don't give me, say, 20 feats that hinge on a particular ability that this elf has and changes it. Don't give me 12 adventures all featuring the exact same kind of elf. Don't give me monster abilities that depend on this particular kind of elf to balance (AD&D ghoul paralysis, I'm looking at you!). Don't make it part of your assumed baseline. </p><p></p><p></p><p></p><p></p><p>I presented the paper to show that this distinction matters. It follows that if this distinction matters, this isn't just me winging over semantics, and we can have the conversation about how it matters in this particular context. </p><p></p><p>I mean, if you're going to accuse me of not reading my evidence, at least understand what I'm using it as evidence <strong>of</strong>, or else you come across as not even reading my post. </p><p></p><p></p><p></p><p>No, it's what <strong>I've</strong> been discussing the entire time. I seem to have been guilty of assuming that everyone is as widely read on psychology as I am. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" /> </p><p></p><p></p><p></p><p>Right. And this difference has caused different results in the rate of organ donation. Because this distinction isn't just semantics, it has a real effect on what people do.</p><p></p><p>Give me an example elf that I can opt into. Don't give me a default elf I need to opt out of. One matches how each table makes its own local RPG experience and encourages a diversity of experiences, the other does not.</p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 6155273, member: 2067"] Nah, just that the game is designed with the idea that you won't [I]necessarily[/I] be using elves and dwarves, and even if you do, you won't necessarily be using them as presented in the PH. A good example needs robust story and mechanics, but it also needs to be easy to ignore. That is, it needs to be not tightly tangled with other elements. Modular. Give me a good elf. Don't give me, say, 20 feats that hinge on a particular ability that this elf has and changes it. Don't give me 12 adventures all featuring the exact same kind of elf. Don't give me monster abilities that depend on this particular kind of elf to balance (AD&D ghoul paralysis, I'm looking at you!). Don't make it part of your assumed baseline. I presented the paper to show that this distinction matters. It follows that if this distinction matters, this isn't just me winging over semantics, and we can have the conversation about how it matters in this particular context. I mean, if you're going to accuse me of not reading my evidence, at least understand what I'm using it as evidence [B]of[/B], or else you come across as not even reading my post. No, it's what [B]I've[/B] been discussing the entire time. I seem to have been guilty of assuming that everyone is as widely read on psychology as I am. ;) Right. And this difference has caused different results in the rate of organ donation. Because this distinction isn't just semantics, it has a real effect on what people do. Give me an example elf that I can opt into. Don't give me a default elf I need to opt out of. One matches how each table makes its own local RPG experience and encourages a diversity of experiences, the other does not. [/QUOTE]
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