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<blockquote data-quote="Ariosto" data-source="post: 5144303" data-attributes="member: 80487"><p>With the "tailored" city environment, I figure the key is </p><p></p><p></p><p></p><p>Note that (unless I am misinterpreting) it's the GM doing the picking. The GM has, if not a sketch (or more) of a plot line in several acts, then at least some gauge of the <em>dramatic significance</em> of a situation.</p><p></p><p>NPC Militia vs. NPC Space Invaders goes whichever way the GM wants it. If the PCs join the Invaders in sacking the city, then maybe they will mop up the Militia mooks -- only to find that partisans Abigail "Ma" Hunckle, Herbie Popnecker and Irving Forbush are tough nuts to crack. Those worthies, on the other hand, will be of little direct help (probably occupied elsewhere) if the PCs go against the aliens -- who of course muster against them champions just tough enough to get Our Heroes warmed up for the prize match with their boss Doh.</p><p></p><p>So, what really matters most is not a figure's imaginary role in the world (although that may matter quite a bit), but its role in whatever "the adventure" at hand happens to be.</p><p></p><p>Sometimes "the adventure" might just be a series of combat games bolted together with MacGuffins. Sometimes it might be the unfolding of a "detective" story in which the mystery's solution (though not the particular means) is guaranteed, in time to play out the confrontation bound to follow the revelation. Sometimes it might be an exploration of themes driving toward character-defining moments.</p><p></p><p>Whatever form it takes, there is some sense of where "the adventure" lies, and of what sorts of things are appropriate to it. </p><p></p><p>In old D&D, one reason for having a lot of distinct variations on basically the same kind of monster (e.g., the "humanoids" ranging from Kobolds to Ogres) is to give players information they can use in assessing risks. It's sort of like being able to tell apart models of tank or plane in a World War 2 game.</p><p></p><p>If it's harder to tell what is what, then that can add challenge to game that's significantly about reconnaissance and planning.</p><p></p><p>The flip side is that it can have a synergy in a game that's more about the GM setting up a balanced scenario. Not only are the players more dependent on the GM's judgment, but it might not be so obvious -- even after the fact -- when something is "not really all that".</p><p></p><p>Presumably, the players who chose to play such a game in the first place are not going out of their way to snoop "behind the curtain". However the dance goes, they accept that it's the GM's job to lead -- and trust that they won't get led into something they can't handle.</p><p></p><p>That's not so much my cup of tea, especially for something billed as "D&D", but a lot of people seem to prefer it.</p></blockquote><p></p>
[QUOTE="Ariosto, post: 5144303, member: 80487"] With the "tailored" city environment, I figure the key is Note that (unless I am misinterpreting) it's the GM doing the picking. The GM has, if not a sketch (or more) of a plot line in several acts, then at least some gauge of the [i]dramatic significance[/i] of a situation. NPC Militia vs. NPC Space Invaders goes whichever way the GM wants it. If the PCs join the Invaders in sacking the city, then maybe they will mop up the Militia mooks -- only to find that partisans Abigail "Ma" Hunckle, Herbie Popnecker and Irving Forbush are tough nuts to crack. Those worthies, on the other hand, will be of little direct help (probably occupied elsewhere) if the PCs go against the aliens -- who of course muster against them champions just tough enough to get Our Heroes warmed up for the prize match with their boss Doh. So, what really matters most is not a figure's imaginary role in the world (although that may matter quite a bit), but its role in whatever "the adventure" at hand happens to be. Sometimes "the adventure" might just be a series of combat games bolted together with MacGuffins. Sometimes it might be the unfolding of a "detective" story in which the mystery's solution (though not the particular means) is guaranteed, in time to play out the confrontation bound to follow the revelation. Sometimes it might be an exploration of themes driving toward character-defining moments. Whatever form it takes, there is some sense of where "the adventure" lies, and of what sorts of things are appropriate to it. In old D&D, one reason for having a lot of distinct variations on basically the same kind of monster (e.g., the "humanoids" ranging from Kobolds to Ogres) is to give players information they can use in assessing risks. It's sort of like being able to tell apart models of tank or plane in a World War 2 game. If it's harder to tell what is what, then that can add challenge to game that's significantly about reconnaissance and planning. The flip side is that it can have a synergy in a game that's more about the GM setting up a balanced scenario. Not only are the players more dependent on the GM's judgment, but it might not be so obvious -- even after the fact -- when something is "not really all that". Presumably, the players who chose to play such a game in the first place are not going out of their way to snoop "behind the curtain". However the dance goes, they accept that it's the GM's job to lead -- and trust that they won't get led into something they can't handle. That's not so much my cup of tea, especially for something billed as "D&D", but a lot of people seem to prefer it. [/QUOTE]
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