Started by Grimcleaver, February 14, 2011, 01:39:43 PM
QuoteHis family still own the rights to his work and have forums at a place called garygygaxgames.com.
Quote from: Caldis on February 16, 2011, 06:00:30 PMThat's a pretty cool set up for a game. I wonder though how much of it really had to do with the rules of D&D any edition? I mean you've added issues that concern each of these characters that are not mentioned in any D&D book, children? hidden tragic pasts? life as an ooze merchant? I dont see any mention of hit points or armor class or challenge ratings or even experience points. You've got a lot of cool play that sounds like it only barely touches on the rules of the game. It looks like the character issues are what is really driving the play, and that you may have loosely tied them to the cosmology of the game world/used setting info to give a feel of a real place/inspire ideas for opposition.
Quote from: Natespank on February 16, 2011, 06:51:17 PMI couldn't find the website. Could you post a link? Thanks!
Quote from: Erik Weissengruber on February 16, 2011, 03:35:56 PMTo further your Actual Play discussion:Can you recall any moments where the results of a roll or the outcome of a spell really made people around the table say "yeah, that's it, that is how we roll here in the Forgotten Realms"?Any moments where a rule from the edition you were using made you stop and say "nuh unh, that just doesn't sound like the kind of things that happen in the Forgotten Realms"?And character death: one time when a character bought it, did you say "suck it up, that's how you die -- FR style" or "wow, that was a really lame way for a Realms hero to go out"?
Quote from: Grimcleaver on February 17, 2011, 02:18:51 PMA friend of mine put it best when he said "If roleplaying games are movies, the mechanics are the special effects". People often seem to confound the mechanics of a game for the game. D&D isn't about armor class or saving throws. But certainly decisions you make about how you use the mechanics flavor the story greatly.
Quote from: David Berg on February 16, 2011, 05:14:20 AMHey Grim, this separation makes a lot of sense to me too, largely because I found different bits appealing from different editions, and would like to use each edition for the one thing it did best. What did you enjoy most about the cosmologies in play? I think that'd nicely clarify the value of the categories you're drawing, plus meet the AP requirement!
Quote from: contracycle on February 17, 2011, 02:40:45 PMSystem isn't just special effects; if you don't have system you don't really have a game.
Quote from: contracycle on February 17, 2011, 04:35:30 PMIt is still pretty unclerar what this thread is really about. What sort of feedback are you looking for? As it happens, I'm also interested in cosmologies and how they inform play but I don't have anything much to contribute on this point becuase it as yet unclear what this has to do with the play of any particular game. This is more or less the aim of calling for some sort of AP to contextualise a discussion. Was the cosmology of the game you described a relevant factor?
Quote from: contracycle on February 17, 2011, 04:35:30 PMSo. Firstly, "telling a story" is dangerous ground for any kind of comprehensible discussion. I for one think the term is virtually useless, in that it can mean so many things, and in addition, if there are people who play primarily for challenge, or primarily for exploration, then "story" can only be a tool itself, not an end. As a result this doesn't serve as an explanation, I still have to guess at roughly what you mean.
Quote from: contracycle on February 17, 2011, 04:35:30 PM You say that good system energises play, but as Caldis pointed out your account of a succesful game didn't make any mention of any system action. And when you do mention system in the later case you describe them as "wonky" and "uncooperative". All of which suggest that you are really overriding or ignoring the system in large part, and might be better served by something else. Why waste effort fighting it? System isn't a secondary function like special effects, it's more like the camera itself.
Quote from: contracycle on February 17, 2011, 04:35:30 PMLastly, and as an aside, this "a non-setting ripped from a history book so as to require no creativity," is a sentiment I couldn't agree with less. And not because you'd "solve" this problem by throwing in a bunch of fantastical monsters and magic powers.
Quote from: Erik Weissengruber on February 18, 2011, 12:55:21 PM...You've laid down a couple. Actual Play reports should focus around the activities of the people at the table, not just recounting of the fiction you created.
Quote from: Grimcleaver on February 18, 2011, 05:43:28 PMAgain, new guy here, so I'm not sure the conflicts that arise talking about "story" so I'm not sure if my further response is going to clarify things or just muddy them more--but here goes. My goal as a roleplayer is to create stories, worthy narratives that my friends and I can share. The more closely the system models a credible world the better for me, because it makes the stories told there feel more real. The more it strays from this and produces results that don't hold up as narrative the more I'd consider it "wonky"--you get results that break verisimilitude and for me that's bad, because I'm shooting for a story at the end of the day, the story of the characters I'm running the game for.