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What's the rush? Has the "here and now" been replaced by the "next level" attitude?
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<blockquote data-quote="Argyle King" data-source="post: 6284671" data-attributes="member: 58416"><p>It's always odd for me to read things of that nature because I've had the exact opposite experience with rpgs. I prefer having a realistic base because I feel that allows my game to be more narrative by allowing scenes and situations to flow naturally rather than me -as the out of game entity known as the GM- needing to reach my hands into the game so often. Likewise, if I had a solid idea of what seems plausible given the working parts of the game, I can extrapolate from that scenes and what I suppose you might call organic growth for the campaign rather than trying to remember things like XP budgets, level guidelines, and various other things. I've found that, with a more 'real' set of rules, I can come up with a scenario in my head; write my story, and then worry about adding the game mechanics to it later. In contrast, when I was GMing 4th Edition (and, really, this happens for me with D&D in general,) there were a lot of times when I felt as though I was forced to make my vision and the story I wanted to tell bend to the will of the system rather than being able to write the story I wanted to write. This caused disagreements because the game itself was at odds with the style of game attempting to be played. </p><p></p><p>The easiest example to cite is the classic hostage scenario: In D&D, it doesn't tend to work because of D&D style HP. Instead of "ok, what should our characters do here," I feel the discussion too often (when sitting at a D&D table) turns into "ok, well, how many HP would the hostage have; can we shoot her?"</p><p></p><p></p><p></p><p>----------------------------------------</p><p>In regards to the thread as a whole....</p><p></p><p></p><p>I didn't read everything, but I've skimmed through, and two things come to mind:</p><p></p><p>1) I'm not entirely sure how to respond to the thread or the OP because the primary rpg I play doesn't have levels at all. I've at times commented that I'd rather my tabletop experience feel more like a novel than a movie (though I'd be alright the feel and pace of a long tv show.)</p><p></p><p>2) Somewhere along the line was a comment blaming console rpgs for the way things are now. I find that unusual because I find games such as Skyrim and many newer crpgs to be attempting to give more opportunity to engage the game world and enjoy the journey rather than just the end destination. They're still nowhere near what a tabletop game can do, but (in my humble opinion) there is an effort to make crpg worlds feel more alive.</p></blockquote><p></p>
[QUOTE="Argyle King, post: 6284671, member: 58416"] It's always odd for me to read things of that nature because I've had the exact opposite experience with rpgs. I prefer having a realistic base because I feel that allows my game to be more narrative by allowing scenes and situations to flow naturally rather than me -as the out of game entity known as the GM- needing to reach my hands into the game so often. Likewise, if I had a solid idea of what seems plausible given the working parts of the game, I can extrapolate from that scenes and what I suppose you might call organic growth for the campaign rather than trying to remember things like XP budgets, level guidelines, and various other things. I've found that, with a more 'real' set of rules, I can come up with a scenario in my head; write my story, and then worry about adding the game mechanics to it later. In contrast, when I was GMing 4th Edition (and, really, this happens for me with D&D in general,) there were a lot of times when I felt as though I was forced to make my vision and the story I wanted to tell bend to the will of the system rather than being able to write the story I wanted to write. This caused disagreements because the game itself was at odds with the style of game attempting to be played. The easiest example to cite is the classic hostage scenario: In D&D, it doesn't tend to work because of D&D style HP. Instead of "ok, what should our characters do here," I feel the discussion too often (when sitting at a D&D table) turns into "ok, well, how many HP would the hostage have; can we shoot her?" ---------------------------------------- In regards to the thread as a whole.... I didn't read everything, but I've skimmed through, and two things come to mind: 1) I'm not entirely sure how to respond to the thread or the OP because the primary rpg I play doesn't have levels at all. I've at times commented that I'd rather my tabletop experience feel more like a novel than a movie (though I'd be alright the feel and pace of a long tv show.) 2) Somewhere along the line was a comment blaming console rpgs for the way things are now. I find that unusual because I find games such as Skyrim and many newer crpgs to be attempting to give more opportunity to engage the game world and enjoy the journey rather than just the end destination. They're still nowhere near what a tabletop game can do, but (in my humble opinion) there is an effort to make crpg worlds feel more alive. [/QUOTE]
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What's the rush? Has the "here and now" been replaced by the "next level" attitude?
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