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What is the point of GM's notes?
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<blockquote data-quote="Imaro" data-source="post: 8247579" data-attributes="member: 48965"><p>I'm not so sure I agree with this assessment of Elric. If anything he actually succeeds more when using drugs, sorcery or Stormbringer, it is actually his non-Melnibonean morality that causes those he cares about to be killed (and it's not because he was weaker in a fight or couldn't accomplish a skill due to said hindrance). Case in point if he had handled his cousin Yyrkoon as a Melnibonean would have... Well let's just say the entire story would have been different. </p><p></p><p></p><p></p><p>Yes but these aren't really the pulp and adventure fiction that D&D drew it's greatest inspirations from. Now that said I definitely feel there is room for these types of flaws in the game but... with the wide range of sources it draws on I do not think mechanically enforcing detrimental effects for flaws would have been appropriate or appreciated. I think giving a mechanic that can easily fade into the background or easily be given more mechanical weight by individual tables was actually a pretty good way to go. As [USER=7016699]@prabe[/USER] hinted at in one of his posts, I may want to explore my characters flaws in a session here or there but that doesn't mean I want them to always be the focus of the game, especially in D&D. It offers a wider palate at the expense of some mechanical heft (unless the DM/players are willing to add to it). </p><p></p><p>I'm not disagreeing that there may be... but with a reward system that is minimal, and controlled by the other participants of the game...does it matter?</p></blockquote><p></p>
[QUOTE="Imaro, post: 8247579, member: 48965"] I'm not so sure I agree with this assessment of Elric. If anything he actually succeeds more when using drugs, sorcery or Stormbringer, it is actually his non-Melnibonean morality that causes those he cares about to be killed (and it's not because he was weaker in a fight or couldn't accomplish a skill due to said hindrance). Case in point if he had handled his cousin Yyrkoon as a Melnibonean would have... Well let's just say the entire story would have been different. Yes but these aren't really the pulp and adventure fiction that D&D drew it's greatest inspirations from. Now that said I definitely feel there is room for these types of flaws in the game but... with the wide range of sources it draws on I do not think mechanically enforcing detrimental effects for flaws would have been appropriate or appreciated. I think giving a mechanic that can easily fade into the background or easily be given more mechanical weight by individual tables was actually a pretty good way to go. As [USER=7016699]@prabe[/USER] hinted at in one of his posts, I may want to explore my characters flaws in a session here or there but that doesn't mean I want them to always be the focus of the game, especially in D&D. It offers a wider palate at the expense of some mechanical heft (unless the DM/players are willing to add to it). I'm not disagreeing that there may be... but with a reward system that is minimal, and controlled by the other participants of the game...does it matter? [/QUOTE]
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What is the point of GM's notes?
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