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General Tabletop Discussion
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Why the claim of combat and class balance between the classes is mainly a forum issue. (In my opinion)
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<blockquote data-quote="Giltonio_Santos" data-source="post: 6246254" data-attributes="member: 36874"><p>As a DM, I try as much as I can to develop my setting with player input. In fact, I want players to have as much input as myself in the creation of things such as the history of the world, races that inhabit it, important places and interesting conflicts, as well as the kind of stuff they'll want their characters involved in. As a player, I look forward to the same things, and I admit to get a bit frustrated when the DM shows no interest in working cooperatively in the way described above. But this is before the game starts.</p><p></p><p>Once the game starts, both as a DM and as a player, I want players to be focused in facing challenges and solving conflicts based solely in the way their characters would do, through their abilities and skills.</p><p></p><p>I know some great story games that work pretty well the other way around, but in my opinion, mechanics of narrative control are not a D&D thing. Things like "come and get it" detract from <em>my</em> D&D experience not because they represent player entitlement, but because they cannot be logically explained as character actions, but only as shared narrative control. To use the power, you must go out of character and think about how you, as a player, wants the story to develop.</p><p></p><p>It's not about player entitlement or DM entitlement. It's a playing style thing that describes me both as a player and as a DM. I don't want to be the player using "come and get it" as much as I don't want to be the DM running a game where it's used. I want character-driven games. I want players doing things because that's what their characters would do, not because that's the direction they want the story to go.</p><p></p><p>Much like Ahnehnois (at least to the extension that I think I understood the comment), I've found that not being able to say what happens next, unless my character (not me!) has a real in-game choice to make based in how he would be able to affect the situation, helps me build stories that are more unpredictable, but that are also more fun to be in.</p><p></p><p>I have no problem with people doing the opposite and effectively using the D&D engine to play a story game, I just believe that the market is full of better tools for the job, and I don't want the game to move in that direction. To be honest, not even 4E, the one where people seem to concentrate the arguments about "player entitlement" is a good tool for story games. In regard to player empowerment and shared fiction building, there's not a single thing that 4E can do that Dungeon World can't do better, in my opinion.</p><p></p><p>Cheers,</p></blockquote><p></p>
[QUOTE="Giltonio_Santos, post: 6246254, member: 36874"] As a DM, I try as much as I can to develop my setting with player input. In fact, I want players to have as much input as myself in the creation of things such as the history of the world, races that inhabit it, important places and interesting conflicts, as well as the kind of stuff they'll want their characters involved in. As a player, I look forward to the same things, and I admit to get a bit frustrated when the DM shows no interest in working cooperatively in the way described above. But this is before the game starts. Once the game starts, both as a DM and as a player, I want players to be focused in facing challenges and solving conflicts based solely in the way their characters would do, through their abilities and skills. I know some great story games that work pretty well the other way around, but in my opinion, mechanics of narrative control are not a D&D thing. Things like "come and get it" detract from [I]my[/I] D&D experience not because they represent player entitlement, but because they cannot be logically explained as character actions, but only as shared narrative control. To use the power, you must go out of character and think about how you, as a player, wants the story to develop. It's not about player entitlement or DM entitlement. It's a playing style thing that describes me both as a player and as a DM. I don't want to be the player using "come and get it" as much as I don't want to be the DM running a game where it's used. I want character-driven games. I want players doing things because that's what their characters would do, not because that's the direction they want the story to go. Much like Ahnehnois (at least to the extension that I think I understood the comment), I've found that not being able to say what happens next, unless my character (not me!) has a real in-game choice to make based in how he would be able to affect the situation, helps me build stories that are more unpredictable, but that are also more fun to be in. I have no problem with people doing the opposite and effectively using the D&D engine to play a story game, I just believe that the market is full of better tools for the job, and I don't want the game to move in that direction. To be honest, not even 4E, the one where people seem to concentrate the arguments about "player entitlement" is a good tool for story games. In regard to player empowerment and shared fiction building, there's not a single thing that 4E can do that Dungeon World can't do better, in my opinion. Cheers, [/QUOTE]
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Why the claim of combat and class balance between the classes is mainly a forum issue. (In my opinion)
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