Started by lumpley, November 08, 2011, 12:26:47 PM
QuoteIn short, when you agree to play D&D, you've agreed to play a game about treasure hunting monster killers.
Quote from: Anders Gabrielsson on November 23, 2011, 11:04:35 AMMaybe you regularly hire out your services as guards along the main road through the area, to the point that it becomes less like adventuring and more like holding down a job.
QuoteMaybe one of the characters have to spend a month in town to learn new spells or train for the next level, leaving the others with enough downtime that not doing something "productive" (as in "money-generating") seems like a waste
Quote from: Teataine on November 23, 2011, 09:14:37 AMCallan S. wrote:Essentially to get over a procedural leak in the system, eg "What if the players just decide to grow cabbages forever?" or suchlike.It might appear as a leak, but I think it comes pretty naturally that "we're not here to grow cabbages" is part of the social contract. In short, when you agree to play D&D, you've agreed to play a game about treasure hunting monster killers. I mean, if I decide to play in Apocalypse World a guy who drives off into the sunset in the ten seconds of of play and refuse to make a new character, is that a procedural leak? Or if I decide I want to play a weasel-employed traitor in Mouse Guard, and attack Gwendolyn during the briefing? I'm not "playing along", I'm not playing the game we agreed to play, so we better revise our agreement. It would be trivial to add a rule to most editions of D&D that says: "If your character decides to retire from the life of adventuring, that character leaves play as a PC. Make a new character." But do we really need it?
Quote"If your character decides to retire from the life of adventuring, that character leaves play as a PC. Make a new character."
Quotelike advocacy of games that "let you do anything"
QuoteYou said how this is "traditional application of force to get over a procedural leak in the rules". I find this about the same as saying that the GM challenging a character's Beliefs in Burning Wheel or the GM having the NPCs run up to the Dogs with their troubles is application of force. It's simply how the game works, that's where the reward cycle is.
Quote from: Georgios Panagiotidis on November 09, 2011, 06:18:02 PMGiven your comments how the dice control the pacing in your game, does that make things refreshingly unpredictable or frustratingly uneven? I've played and run fantasy-style games which were vaguely comparable to what you're describing here, and I've had both experiences. Our Warhammer games were unpredictable in the most entertaining and exciting sense of the word, but our few stabs at D&D just made the whole experience very draining.What do you think makes the dice-based pacing work for you?