Started by Callan S., May 22, 2011, 08:35:11 PM
QuoteI don't know why they just don't build in some points which the GM (or somebody) has, which are useful and the GM hands them out 'when the situation warrants' (which is to say when the GM wants to, but were enjoying the illusion
QuoteI think it'd show up for various groups just how much players want their GM determining everything, while with a traditional game that can be obscured and then that obscurement used as a 'reason' to continue to write GM decides everything designs.
QuoteCallan, can you elaborate a little? What kind of 'points' are you thinking of?
QuoteI agree, there are many players who like the GM to have all the power. Well, at least until characters die. Then it's kind of like ancient kings who were honored as gods until the harvest went bad, and then they were beheaded. Heh heh.
QuoteBut what do you mean by 'traditional game'? I consider D&D4e to be traditional in format.
QuoteAs with Callan's experience, above, i wonder if both of these "failures to provide great roleplay" can be traced to something missed at the social contract level: Setting and (hopefully) agreeing upon expectations prior to play.
QuoteBut the way that most combat encounters create that "Oh shit we're gonna die!" feeling even though you're almost certain to pull through okay... they've done that extremely well.
QuoteAnother factor is the "he does what?" experience you get when a monster triggers an unexpected ability or a (seemingly) very powerful effect you haven't seen before. That often makes the players feel they've been thrown into the deep end without warning, even if the ability is actually quite limited (through limited uses as above, or because it can only be triggered when fairly specific conditions are met).
QuoteBasically, looking past TPK's for now, there is no yardstick to judge performance by.