That's not to say your playstyle is bad or anything, just to say it's very niche.
And, you base the above upon?
That's not to say your playstyle is bad or anything, just to say it's very niche.
It's got nothing to do with experience. A new gamer is just as likely to make something up as not, simply because they've never been told that they can't. Likewise, experienced gamers aren't always confident in making stuff up, as evidenced by this very thread.
Tried every bloody one of them. I've got four or five different d20 naval supplements sitting in a box right now. Plus a couple of non-d20 ones as well. It's not like I didn't try. But, thanks for assuming that I tried one thing and then gave up.
Actually, I agree with you. I don't have an answer to the problem. And I do see it as a problem. As I said, I don't play D&D to be a spectator. I have zero interest in sitting around for an hour waiting for someone to get done something. Ten minutes is about my maximum tolerance any more before I start getting antsy. Call me ADD if you will, but, my tolerance for wasting my very limited free time is very low anymore.
Maybe if I was 15 again and playing for hours at a time. But, now I get my 3 hours a week and I want to play, not watch someone else for half an hour.
How do you not have the choice though? All you have to do is not participate. You can choose not to act. However, if you lack the ability, you also lack the choice.
As I said, I don't play D&D to be a spectator. I have zero interest in sitting around for an hour waiting for someone to get done something. Ten minutes is about my maximum tolerance any more before I start getting antsy. Call me ADD if you will, but, my tolerance for wasting my very limited free time is very low anymore.
Eh, how about we just agree to disagree here, as neither of us can objectively prove. . .
I ended up inventing my own system for ship-vs.-ship stuff, and I'll be the first to say it's no better (and in fact is probably worse) than any of the others out there; for me the only advantage it has it that because I dreamed it up I know exactly how it works and thus I can run it more smoothly.Tried every bloody one of them. I've got four or five different d20 naval supplements sitting in a box right now. Plus a couple of non-d20 ones as well. It's not like I didn't try.
Others have suggested - and I have to agree - moving away from a strict turn-based system into something more free-form. Even re-rolling initiatives each round, and-or using a smaller initiative die (d6 or d10) and allowing simultaneous actions, and-or having spells take time within the round to cast, and-or having movement be an ongoing process rather than all happening at once on your "turn"; all can give things a more organic feel and give more reason to be involved at times when it's not your turn. That, and speaking in character is or should be a free action at any time unless for some reason speech is impossible.Actually, I agree with you. I don't have an answer to the problem. And I do see it as a problem. As I said, I don't play D&D to be a spectator. I have zero interest in sitting around for an hour waiting for someone to get done something. Ten minutes is about my maximum tolerance any more before I start getting antsy. Call me ADD if you will, but, my tolerance for wasting my very limited free time is very low anymore.
Maybe if I was 15 again and playing for hours at a time. But, now I get my 3 hours a week and I want to play, not watch someone else for half an hour.
Gnomeworks said:You play 4e, don't you? You do things on other peoples' turns because you are forced to by the system. If you did not, the whole group suffers. You have a choice, yes, but you will irritate the other players and would not be playing the game the way it was designed if you chose not to participate.
I agree that they do. But D&D has, historically, tended to handle them in a way that (using Hussar's phrase) turns them into "solo minigames", whereas other mechanical options are available which help keep them oriented towards party play. For example, the assassin's guild could mechanically be modelled as playing some sort of role in skill challenges eg a bonus to Streetwise and Intimidate checks, and if someone in the party fails a social skill check then (at the risk of incurring blowback of some sort) the guild can be used (perhaps once per challenge, like a magic item) to cancel that failure (by eliminating the offended party).I don't think this problem can be eliminated without having characters with the exact same abilities. My entire group doesn't want to jump on the bandwagon when my Wizard and Swordmage are doing magical research... my arcane characters don't want go research martial techniques and esoteric disciplines, and my Rogue actually wants to start his own guild of assasins soon. IMO, all of these things fall under the heroic fantasy genre.
Perhaps. But to what end? If each player is playing a different game - the research game, the guild game, etc - and they don't interact, then I'm not sure it helps in the end that the GM moves around the table from game to game at a quick pace rather than a slow pace. You're still running half-a-dozen solo games. But if each of these endeavours is oriented at the party goals, then it should be feeding into skill challenges in the sort of ways I mentioned above.I think the answer is simple... DM pacing.
I agree that they do. But D&D has, historically, tended to handle them in a way that (using Hussar's phrase) turns them into "solo minigames", whereas other mechanical options are available which help keep them oriented towards party play. For example, the assassin's guild could mechanically be modelled as playing some sort of role in skill challenges eg a bonus to Streetwise and Intimidate checks, and if someone in the party fails a social skill check then (at the risk of incurring blowback of some sort) the guild can be used (perhaps once per challenge, like a magic item) to cancel that failure (by eliminating the offended party).
Magical research, similarly, seems to be spending money to get future bonuses on Arcana checks (the DMG2 has some suggestions in respect of this).
On the other hand, if the magical research or assassin's guild aren't being used to further the overall party quests, but rather are ends in themselves, then I'm not sure how the game is meant to play at that point.
Perhaps. But to what end? If each player is playing a different game - the research game, the guild game, etc - and they don't interact, then I'm not sure it helps in the end that the GM moves around the table from game to game at a quick pace rather than a slow pace. You're still running half-a-dozen solo games. But if each of these endeavours is oriented at the party goals, then it should be feeding into skill challenges in the sort of ways I mentioned above.