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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
WotC Greg: 4E Campaign Report Part 2
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<blockquote data-quote="Irda Ranger" data-source="post: 4131706" data-attributes="member: 1003"><p>A battle with an Angel of Vengeance was dragging? Something doesn't seem right. Seems to me than an Angle of Vengeance, if it was living up to its name, would be laying down so much smack that any battle with it would be a hectic seat-of-the-pants affair. Was it doing enough damage?</p><p></p><p>Anywho ... </p><p></p><p></p><p></p><p>It usually is. Players do the darnedest things.</p><p></p><p></p><p></p><p>This is welcome news. I'm glad that some DM prerogative is built into the rules.</p><p></p><p></p><p>This is an old chestnut, but my answer remains the same: it doesn't just eliminate plot material, it creates lots of new plot material too. You tell different stories, but not worse or more boring ones. A little inventiveness here goes a long way.</p><p></p><p>Though, to avoid confusion, I prefer games with out (or very limited) RD/Res mechanics myself. I'm just sayin'...</p><p></p><p></p><p></p><p>Greg and me are just going to have to disagree on this one. I'm a very strong believer in "Telling stories <strong>within </strong>the framework of the rules." If players can't trust the rules to work, they become apathetic and take the attitude of "Whatever man, the DMs just gonna' do whatever he wants anyway." I hate feeling powerless like that, and I don't want my PCs to feel it either. If a DM can't find a way to tell the story he wants within the rules as-is, he needs to change the rules (in a clear manner which then becomes "the rules" going forward) or tell a different story. Breaking the rules isn't an option.</p><p></p><p>Also, I've started reading (but haven't bothered to finish) too many novels where the plot turns on a clearly false/impossible theory/fact (like London being a two-hour car ride from Edinburgh (and no, the car wasn't rocket-powered)), and felt nothing but disgust for the author, to commit the same sin. How would I live with myself? Artistically speaking, of course.</p></blockquote><p></p>
[QUOTE="Irda Ranger, post: 4131706, member: 1003"] A battle with an Angel of Vengeance was dragging? Something doesn't seem right. Seems to me than an Angle of Vengeance, if it was living up to its name, would be laying down so much smack that any battle with it would be a hectic seat-of-the-pants affair. Was it doing enough damage? Anywho ... It usually is. Players do the darnedest things. This is welcome news. I'm glad that some DM prerogative is built into the rules. This is an old chestnut, but my answer remains the same: it doesn't just eliminate plot material, it creates lots of new plot material too. You tell different stories, but not worse or more boring ones. A little inventiveness here goes a long way. Though, to avoid confusion, I prefer games with out (or very limited) RD/Res mechanics myself. I'm just sayin'... Greg and me are just going to have to disagree on this one. I'm a very strong believer in "Telling stories [B]within [/B]the framework of the rules." If players can't trust the rules to work, they become apathetic and take the attitude of "Whatever man, the DMs just gonna' do whatever he wants anyway." I hate feeling powerless like that, and I don't want my PCs to feel it either. If a DM can't find a way to tell the story he wants within the rules as-is, he needs to change the rules (in a clear manner which then becomes "the rules" going forward) or tell a different story. Breaking the rules isn't an option. Also, I've started reading (but haven't bothered to finish) too many novels where the plot turns on a clearly false/impossible theory/fact (like London being a two-hour car ride from Edinburgh (and no, the car wasn't rocket-powered)), and felt nothing but disgust for the author, to commit the same sin. How would I live with myself? Artistically speaking, of course. [/QUOTE]
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