Forum changes: Editing of posts has been turned off until further notice.
Started by Joel P. Shempert, October 26, 2007, 09:42:50 PM
Quote from: Grex on November 01, 2007, 07:34:54 AMYou could be a positive factor for change and/or awareness by running a campaign the 'right way'
Quote from: Melinglor on November 01, 2007, 01:09:25 AMHmm. Seems like it's an unwarranted knock against Sim to say it's only good for exploring what you have and not who you are. it may not go to the depths of Nar in really hammering the "what would you do to get what you want?" (the good ol' "even now? even now?") But surely Sim is just fine with characters wanting something, and pursuing it. And that something can be "revenge on those who killed my parents" just as easily as "Get my own stronghold, or better spells, or a +3 Vorpal weapon."
Quote from: Caldis on November 01, 2007, 11:38:21 AMYes Sim can handle a character wanting to get revenge or take down the Red Wizards but the point is that's not the focus of the game. With Sim that stuff can be put off till far in the future when it makes sense given the game world, in D&D that would likely mean once you reach epic levels. Until then you need the shorter term goals like I mentioned developing spells or gaining power or as others have done persuing hobbies. You are looking for a quicker return on investment then what the sim game is providing (if it is sim, it's possible Xeno is right but your talk of different assumptions of play sounds spot on CA to me).
Quote from: Wolfen on November 01, 2007, 12:40:50 PMSo it can be a strong simulationist agenda to pursue the Red Wizards, or it can be narrativist. What determines which one it falls under is the reason behind the pursuit. Are you doing it because your character was wronged, and you want him to get vengeance? Probably sim. Are you doing it to explore the themes of vengeance, hatred and redemption? Probably nar.
Quote from: Wolfen on November 01, 2007, 12:40:50 PMYour ideas put forth earlier in the thread, about encouraging tactics in combat, are a good start. Another thing you may try is taking interest in your fellow players' ideas for story. If someone else has an interesting backstory element going ignored, get interested in play. If someone else has an idea that sounds cool or fun, get behind it 100%. Then it'll be more than just one player pushing the story, and the GM may take notice. Also, it'll help encourage the idea that player investment in other people's characters is acceptable and fun, so next time you want to push something forward, you'll have some support.
QuoteOK, I misunderstood you I guess. Honestly, I'm not sure how effective (or even possible) it would be to move D&D away from the "articulation of special powers." It's pretty hard-wired into the system. You wanna trip your opponent? Then Combat Expertise and Improved Trip. You wanna fake out your opponent? Then Improved Feint. And so on and so on.Doesn't seem to me that restricting region is going to solve much. D&D largely doesn't care where a person comes from, except for the nod to Species background. A Spiked-chain-wielding fighter or Evocation-specializing Wizard are gonna be the same no matter where they grew up.I like the cut of your jib. But I don't think D&D is really the place to put that jib into practice.
Quote from: Jasper the Mimbo on November 06, 2007, 02:41:06 AMMelinglor, I think Datzur might be on to something. You may find yourself having more fun if you fill your bag of tricks with spells that force creativity. (Stone Shape is my favorite example.) To me "I throw another fireball" gets a little old. Don't know if your attention span is as short as mine is, though.