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[Warlords] Should D&D be tied to D&D Worlds?
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<blockquote data-quote="Ratskinner" data-source="post: 6148040" data-attributes="member: 6688937"><p>Certainly its a preference for "lite"...otherwise I have trouble placing it very clearly in the GNS model. For instance in the <a href="http://www.indie-rpgs.com/articles/15/" target="_blank">Right to Dream</a> article, Some parts of the "Internal Cause is King" section seem right on it, but there's a lot else that seems superfluous to me. I could buy calling it Simulationist, if you can Sim what Terry Pratchett calls Narrative Causality, but that doesn't seem to be where most of Sim goes. I suspect, though, that "Internal Cause is King" is just the part of Sim that I include in my particular playstyle. (I am also, for instance, perfectly comfortable working with "metagame" mechanics.) I haven't really tried those games you've mentioned, although I think at one time or another I've read rules for them. </p><p></p><p>I say that HP punish the attention-payer because of the discouragement of narrative detail or consequence that we mentioned. So, if you <em>are</em> paying attention, you can't really escape the image of energy bars above the characters' heads that turn from green to yellow to red as they shrink with each blow, or reverse that upon the healing of wounds which are at best <em>entirely</em> <em>cosmetic</em> (at least I can't). If such a player presses for details of injuries and the like, or attempts to invoke a DM's often spurious descriptions of injury: "Wait, didn't you say he just got sliced in the forehead with blood running into his eyes?" they are, at best, met with a polite "The system doesn't work that way." DMs quickly learn to avoid giving any substantive narration, which then makes the player look like he's always fishing for a bonus even if not. (This can be especially true if an event happens that makes more sense mechanically than fictionally.) Similarly, if such a player attempts to utilize such spurious descriptions while Narrating their own actions, they are often rounded on for not being "team players" or the like. IME, this kind of thing most irritates the Munchkins, Min/Maxers, and Power Gamers* who often seem to view it as a form of cheating or anti-social play. </p><p></p><p>I say this not as merely a disgruntled player. I've many times been on the other side of the screen (often with new players) telling them how "it doesn't work that way". I've shepherded many people into the hobby, and excepting those who've played a lot of video games HP seem to be a big sticking point. I can't even number the times I've had to respond to a comment like "Wait, didn't he just get hit with a sword? Is his arm off or what?" After the explanations of the HP system, I can often watch the skepticism blossom in their faces. I often suspect that the prevalence of HP mechanics in rpgs is a subtle deterrent to more folks like me being involved in this hobby. </p><p></p><p></p><p></p><p>Cortex Plus and FATE share a <em>lot</em> of DNA contributor-wise. I was often struck while reading MHRP at how much it reminded me of FATE, with some added/altered niftiness of its own. Plus you don't need to find Fudge dice...</p><p></p><p><span style="font-size: 9px">*Please choose whichever term(s) you find least offensive, Dear Reader. I'm just trying to indicate a player type, not impune it.</span></p></blockquote><p></p>
[QUOTE="Ratskinner, post: 6148040, member: 6688937"] Certainly its a preference for "lite"...otherwise I have trouble placing it very clearly in the GNS model. For instance in the [URL="http://www.indie-rpgs.com/articles/15/"]Right to Dream[/URL] article, Some parts of the "Internal Cause is King" section seem right on it, but there's a lot else that seems superfluous to me. I could buy calling it Simulationist, if you can Sim what Terry Pratchett calls Narrative Causality, but that doesn't seem to be where most of Sim goes. I suspect, though, that "Internal Cause is King" is just the part of Sim that I include in my particular playstyle. (I am also, for instance, perfectly comfortable working with "metagame" mechanics.) I haven't really tried those games you've mentioned, although I think at one time or another I've read rules for them. I say that HP punish the attention-payer because of the discouragement of narrative detail or consequence that we mentioned. So, if you [I]are[/I] paying attention, you can't really escape the image of energy bars above the characters' heads that turn from green to yellow to red as they shrink with each blow, or reverse that upon the healing of wounds which are at best [I]entirely[/I] [I]cosmetic[/I] (at least I can't). If such a player presses for details of injuries and the like, or attempts to invoke a DM's often spurious descriptions of injury: "Wait, didn't you say he just got sliced in the forehead with blood running into his eyes?" they are, at best, met with a polite "The system doesn't work that way." DMs quickly learn to avoid giving any substantive narration, which then makes the player look like he's always fishing for a bonus even if not. (This can be especially true if an event happens that makes more sense mechanically than fictionally.) Similarly, if such a player attempts to utilize such spurious descriptions while Narrating their own actions, they are often rounded on for not being "team players" or the like. IME, this kind of thing most irritates the Munchkins, Min/Maxers, and Power Gamers* who often seem to view it as a form of cheating or anti-social play. I say this not as merely a disgruntled player. I've many times been on the other side of the screen (often with new players) telling them how "it doesn't work that way". I've shepherded many people into the hobby, and excepting those who've played a lot of video games HP seem to be a big sticking point. I can't even number the times I've had to respond to a comment like "Wait, didn't he just get hit with a sword? Is his arm off or what?" After the explanations of the HP system, I can often watch the skepticism blossom in their faces. I often suspect that the prevalence of HP mechanics in rpgs is a subtle deterrent to more folks like me being involved in this hobby. Cortex Plus and FATE share a [I]lot[/I] of DNA contributor-wise. I was often struck while reading MHRP at how much it reminded me of FATE, with some added/altered niftiness of its own. Plus you don't need to find Fudge dice... [SIZE=1]*Please choose whichever term(s) you find least offensive, Dear Reader. I'm just trying to indicate a player type, not impune it.[/SIZE] [/QUOTE]
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[Warlords] Should D&D be tied to D&D Worlds?
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