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Son of Forums are Way Too Long!!!,
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Adamant's 6th Anniversary & Recession ThanksGiveAway,
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Cavalier Alignment,
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Suggestions for a girl baby name.,
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Mairkurion {tm}
In honor of the Gish!,
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Shadowborn
Kyrt's Revised PF Sandbox,
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Kyrt's Revised PF Sandbox Out of Character Discussion thread,
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Ugh
Curse of the Crimson Throne,
14 minutes ago
by
Kessel Cobey
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Alright, I get it, some people really like to tinker with game systems.
I'm one of them.
But I'm getting fed up with proclamations that things are broken, overpowered, underpowered, imbalanced, et al.
Here's an experiment — next time you find yourself analyzing the rules so closely that they appear broken, put your effort into running a scene for your friends that applies those elements creatively and entertainingly. There's no shortage of mechanics wonks, but there is always a shortage of great GMing.
You can "fix" the game through play. It is possible to do, even if a list of internet fallacies say you shouldn't have to. This forum is at its best when creative GMs share technique, and lately I feel like I'm seeing less of that. Let's pick it back up, friends.
</rant>
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As human beings, gamers, and (in the case of a lot of us) Americans, I think you're asking for too much. We have to complain about SOMETHING afterall and at this point George Lucas hasn't revealed episodes 7, 8, and 9 yet.
;-)
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Evil Lincoln wrote:
Here's an experiment — next time you find yourself analyzing the rules so closely that they appear broken, put your effort into running a scene for your friends that applies those elements creatively and entertainingly. There's no shortage of mechanics wonks, but there is always a shortage of great GMing.
You can "fix" the game through play. It is possible to do, even if a list of internet fallacies say you shouldn't have to. This forum is at its best when creative GMs share technique, and lately I feel like I'm seeing less of that. Let's pick it back up, friends.
</rant>
I think that this is an idea that's implemented far too little. Just playing through a small scenario (even by yourself, controlling 4 PCs and their adversaries) you quickly realize that a lot of the claimed broken-ness isn't as imbalanced as it seems.
But as the other poster said, if we didn't complain about something we'd probably go insane and end up eating our rulebooks.
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Thank you for coming out and saying what a lot of us are thinking.
If you have a problem or question, bring it up at your gaming table and see what your DM thinks about it!
If your a DM and you come across something you like or don't like, then make a ruling and change it!
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In the sage words of Socrates, "The unexamined game is not worth playing."
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Evil Lincoln wrote:
But I'm getting fed up with proclamations that things are broken, overpowered, underpowered, imbalanced, et al.
The problem isn't the systems it's the people. A lot of people get character envy. This class does something cool. That class just did a lot of damage. And my class is sucking poo.
That's the nature of 1e, 2e, and 3e. Classes were designed to do what they do.
Today's generation of player unfortunately has been convinced by WoW and other computer games that all classes should be equal, hence 4e.
You can't just tell people to stop doing it, it's how they play, character envy. The idea of gimping your character at creation is frowned on by MANY.
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Quote:
But I'm getting fed up with proclamations that things are broken, overpowered, underpowered, imbalanced, et al.
So...you're fed up with people discussing the game...on a forum for discussing the game.
Hmm.
Quote:
Today's generation of player unfortunately has been convinced by WoW and other computer games that all classes should be equal, hence 4e.
Yeah, in my day, we played RPGs where the array of character choices was wildly unevenly balanced and we liked it! Except that no, it was annoying because it was easy for one player to completely dominate play or another player to have no useful role. So we didn't like it. Hey, wait, we complained about it then, too, because we were convinced by tactical wargames that games should be balanced.
Hmm.
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Viletta Vadim wrote:
In the sage words of Socrates, "The unexamined game is not worth playing."
This.
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SirUrza wrote:
The problem isn't the systems it's the people. A lot of people get character envy. This class does something cool. That class just did a lot of damage. And my class is sucking poo.
That's the nature of 1e, 2e, and 3e. Classes were designed to do what they do.
Today's generation of player unfortunately has been convinced by WoW and other computer games that all classes should be equal, hence 4e.
You can't just tell people to stop doing it, it's how they play, character envy. The idea of gimping your character at creation is frowned on by MANY.
Yes, it's completely unreasonable for people to be upset that their choice of character is relatively useless compared to someone else's choice of character.
For those of you watching, if the above position is what you are arguing from, you have missed the point as to why this discussion exists in the first place.
Oh, and for the record, all classes should be roughly equally fun to play.
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Equally fun to play =/= equally balanced in combat.
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Evil Lincoln wrote:
Alright, I get it, some people really like to tinker with game systems.
I'm one of them.
But I'm getting fed up with proclamations that things are broken, overpowered, underpowered, imbalanced, et al.
Here's an experiment — next time you find yourself analyzing the rules so closely that they appear broken, put your effort into running a scene for your friends that applies those elements creatively and entertainingly. There's no shortage of mechanics wonks, but there is always a shortage of great GMing.
You can "fix" the game through play. It is possible to do, even if a list of internet fallacies say you shouldn't have to. This forum is at its best when creative GMs share technique, and lately I feel like I'm seeing less of that. Let's pick it back up, friends.
</rant>
Agreed.
I would rather chat about gaming experience, scenarios anything but rules. I use three books in 3.5 PHB, DMG and MM. I don't see the need or have the desire for 101 splat/rule books. If companies and gamers spent as much time to scenario design and actually running the game as they did arguing the tiniest point or putting out rule mechanic books I personally think the game would be richer for it.
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Gorbacz wrote:
Equally fun to play =/= equally balanced in combat.
And yet the spellcasters also have the vast majority of out-of-combat situations covered too. The fighter might have a high charisma and spend most of his limited skill points on skills like Diplomacy and Bluff, but if the wizard memorised Charm Person that day then that's a more reliable option. What makes it worse for the fighter is that tomorrow he still has exactly the same options - the wizard can have a totally different set. So it's not just that most casters have more options on one particular day, they can swap out their options for a different set when they want to.
Of course, the other part of "fun to play" is covered by role-playing rather than rules. That part is equally accessible to everyone. It certainly doesn't have anything to do with game balance.
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Spacelard wrote:
If companies...spent as much time to scenario design and actually running the game as they did arguing the tiniest point or putting out rule mechanic books I personally think the game would be richer for it.
The game, perhaps, but surely not the company :) I for one is not interested in a game where the company only ever release three books and then go bankrupt.
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Bluenose wrote:
And yet the spellcasters also have the vast majority of out-of-combat situations covered too. The fighter might have a high charisma and spend most of his limited skill points on skills like Diplomacy and Bluff, but if the wizard memorised Charm Person that day then that's a more reliable option. What makes it worse for the fighter is that tomorrow he still has exactly the same options - the wizard can have a totally different set. So it's not just that most casters have more options on one particular day, they can swap out their options for a different set when they want to.
Sigh, not another "spellcasters are better" thread.
Can I invoke Godwinn, because this is the RPG-equivalent of mentioning Nazis :)
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Rufus Reeven wrote:
Spacelard wrote:
If companies...spent as much time to scenario design and actually running the game as they did arguing the tiniest point or putting out rule mechanic books I personally think the game would be richer for it.
The game, perhaps, but surely not the company :) I for one is not interested in a game where the company only ever release three books and then go bankrupt.
I don't mind background, I just don't see the need for rules. What I am saying is I prefer to see "fluffy background material and scenarios rather than another 101 ways to play a rogue.
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Viletta Vadim wrote:
In the sage words of Socrates, "The unexamined game is not worth playing."
Hmm.. wasn't it 'life' & 'living', not 'game' & 'playing' he was talking about? Either way, Socrates is about examining people's motivations - how they play the game, so to speak, as opposed to games theory and balanced mechanics. But it's a good quote for that too, out of context.
Plus, I bet he never played Calvinball.
Other Socratic quotes I like are:
Socrates wrote:
True knowledge exists in knowing that you know nothing.
A multitude of books distracts the mind.
And of course:
Socrates wrote:
Crito, I owe a c&%~ to Asclepius; will you remember to pay the debt?
Which, without context, is pretty meaningless, but still funny. And the censored word is a male chicken by the way.
As an aside, it's interesting that this thread has turned into a meta-thread about the need to talk about game balance/design. As that is part of the Socratic method!
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Rufus Reeven wrote:
Sigh, not another "spellcasters are better" thread.
Can I invoke Godwinn, because this is the RPG-equivalent of mentioning Nazis :)
Can I invoke Harold Godwinsson, for his line being the true royal family of England? :)
[Godwinsson's Law: The law that, as time goes on, the possibility that every thread on the Internet will eventually end up discussing Vikings, approaches 100%.]
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Snorter wrote:
Can I invoke Harold Godwinsson, for his line being the true royal family of England? :)
[Godwinsson's Law: The law that, as time goes on, the possibility that every thread on the Internet will eventually end up discussing Vikings, approaches 100%.]
Love that :)
As a decendant of the vikings (there, I did it), I do love that! :)
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But who are better?
Pirates, ninjas,...or vikings?
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Snorter wrote:
But who are better?
Pirates, ninjas,...or vikings?
Hmmm...Ninja Vikings who are pirates in their spare time.
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That's a lot of multiclassing....is that balanced?
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SirUrza wrote:
The problem isn't the systems it's the people. A lot of people get character envy. This class does something cool. That class just did a lot of damage. And my class is sucking poo.
[...]
Today's generation of player unfortunately has been convinced by WoW and other computer games that all classes should be equal, hence 4e.
That video games have made the notion of good game design more prolific is not a bad thing. With scant few exceptions, game balance is a vital aspect of a well-designed game. After all, when one class always gets to do cool things all the time, and another class doesn't, that's a Bad Thing (tm).
Players want to do cool things.
That's a pretty unavoidable fact, and that's perfectly good and acceptable thing. That a game might be designed to help everyone to do cool things through the rules themselves is spectacular.
Gorbacz wrote:
Equally fun to play =/= equally balanced in combat.
When was "in combat" ever a part of the equation? The Beguiler is a fantastic example of of a well-balanced class that isn't all that great in combat. Not bad, but easy to shut down.
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That was exactly my point, I have a Beguiler player in my game who is very happy with his class despite being not that ace in combat.
4e, in my opinion, decided to get rid of *any* imbalance by dropping a nuke and trying to make every class fit into the same shoes.
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Snorter wrote:
That's a lot of multiclassing....is that balanced?
Are you sure those are classes? Coz they might just be jobs you know...
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I do play. Twice a week. Two groups of 6 players (and another 4 players clamouring for a third game I just don't have time to run).
The game's balanced as far as I'm concerned.
Only change I made was to give any class with 2 + Int skills an extra 2 skills/level so that they'd have stuff to do outside of combat. And implementing Sean K. Reynold's "Step" system for levelling up. It's great to give my PCs a constant progression every game.
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Evil Lincoln wrote:
Here's an experiment — next time you find yourself analyzing the rules so closely that they appear broken, put your effort into running a scene for your friends that applies those elements creatively and entertainingly. There's no shortage of mechanics wonks, but there is always a shortage of great GMing.
You can "fix" the game through play.
What I've learned from play is that I need absolutely no rules to roleplay.
What I've learned from that experience is that, since I don't need to use mechanics, when do use mechanics I want them to actually have a purpose. If the mechanics aren't rigorously important to the playing of the game then I don't need them to exist.
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Aaaaaaaaaand I do believe we're exactly right back where the OP didn't want us to be, congratulations....
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Was there a way it could have been avoided?
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Matt Devney wrote:
Snorter wrote:
That's a lot of multiclassing....is that balanced?
Are you sure those are classes? Coz they might just be jobs you know...
They are jobs but a lot of gamers feel that they should be classes. I happen to not be one. I don't need to spend cash to figure out how to build that job but some people, alas, do. Now if a book was produced with no mechanics on how to be a Pirate, Ninja or Viking in my opinion thats fine. Its when you start throwing game mechanics at it I get jaded.
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Gorbacz wrote:
That was exactly my point, I have a Beguiler player in my game who is very happy with his class despite being not that ace in combat.
4e, in my opinion, decided to get rid of *any* imbalance by dropping a nuke and trying to make every class fit into the same shoes.
Mind that 4e's balance isn't the only balance around. If on one hand you have twin minigun guy who's really good with twin miniguns and can do useful things with twin miniguns, and on the other hand you have charming negotiator guy who can do useful things with negotiation (preferably meaning the system allows for useful things with negotiation, rather than DM fiat), you have a more-or-less balanced game.
Though then you're getting into the decker problem where, while both characters can be useful, they really can't be useful at the same time. While the negotiator is negotiating, all the combat characters probably have sit back and not do anything, and it's hard to have situations where everyone gets to shine at the same time.
SilvercatMoonpaw wrote:
What I've learned from play is that I need absolutely no rules to roleplay.
What I've learned from that experience is that, since I don't need to use mechanics, when do use mechanics I want them to actually have a purpose. If the mechanics aren't rigorously important to the playing of the game then I don't need them to exist.
Thank you!
Orthos wrote:
Aaaaaaaaaand I do believe we're exactly right back where the OP didn't want us to be, congratulations....
Eh, he's evil anyways.
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Spacelard wrote:
They are jobs but a lot of gamers feel that they should be classes. I happen to not be one. I don't need to spend cash to figure out how to build that job but some people, alas, do. Now if a book was produced with no mechanics on how to be a Pirate, Ninja or Viking in my opinion thats fine. Its when you start throwing game mechanics at it I get jaded.
I was making a joke there, sorry. I'm aware of the roles vs. classes debate. Hence the comment - should've put a smiley in.
IMO, a mercenary is a fighter that gets paid by an organisation to fight - he needs no special feats or class progression to do this. Other examples abound.
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Matt Devney wrote:
Spacelard wrote:
They are jobs but a lot of gamers feel that they should be classes. I happen to not be one. I don't need to spend cash to figure out how to build that job but some people, alas, do. Now if a book was produced with no mechanics on how to be a Pirate, Ninja or Viking in my opinion thats fine. Its when you start throwing game mechanics at it I get jaded.
I was making a joke there, sorry. I'm aware of the roles vs. classes debate. Hence the comment - should've put a smiley in.
IMO, a mercenary is a fighter that gets paid by an organisation to fight - he needs no special feats or class progression to do this. Other examples abound.
My bad, should have realised. I believe Snorter knows the difference too.
That sort of stuff really gets to me. It was the 101 classes which were infact jobs splatbooks which made me turn away from D&D for a long time. IMO Runequest had it right, there were no classes but occupations which you took.
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This is easy!
People who don't want to discuss mechanics can simply opt not to participate in mechanics-discussion threads. Everyone gets what they want!
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Kirth Gersen wrote:
This is easy!
People who don't want to discuss mechanics can simply opt not to participate in mechanics-discussion threads. Everyone gets what they want!
Bah, everyone knows that never works. :P
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I wasn't looking for a "hell yeah", my suggestion was in earnest. I hope that those posters who felt this was some kind of personal attack revisit my original post.
I enjoy game balance conversations myself. I also feel that there's a missing component. It is very popular to discuss the game in terms of a GM-less vacuum, with much made of the reasons the game should "work" out of the box. But to discount game play experience in game balance discussions is not objectivity.
My suggestion is to run actual scenes for players and have fun, even with rules that appear broken. At worst, you may gain evidence that the problem is exactly as imagined. At best, you might discover factors not accounted for in your thought experiment. In my own experience, it is often the latter.
Of couse, if you already do this, you have no cause to take umbrage!
Once more, I did not aim to offend. I would like to see more gameplay examples and less conjecture is all. That request shouldn't exclude me from balance discussions, although that seems to be the direction this thread has taken.
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Evil Lincoln wrote:
Here's an experiment — next time you find yourself analyzing the rules so closely that they appear broken, put your effort into running a scene for your friends that applies those elements creatively and entertainingly. There's no shortage of mechanics wonks, but there is always a shortage of great GMing.
I'd rather do both.
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Evil Lincoln wrote:
I would like to see more gameplay examples and less conjecture is all. That request shouldn't exclude me from balance discussions, although that seems to be the direction this thread has taken.
I tried, but everyone ignored my Socratic Method post, so what can I do?
Mind you, that post might have been asinine, so you get what you give I suppose.
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Evil Lincoln wrote:
I would like to see more gameplay examples and less conjecture is all.
The thing with that is that one person will describe a problem they encountered, and it will be immediately countered with "well, it's not a problem in my experience!" So, some probing occurs, and generally you end up with something like, "well, we ignore the rules and just have story hour."
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A Man In Black wrote:
Yeah, in my day, we played RPGs where the array of character choices was wildly unevenly balanced and we liked it! Except that no, it was annoying because it was easy for one player to completely dominate play or another player to have no useful role. So we didn't like it. Hey, wait, we complained about it then, too, because we were convinced by tactical wargames that games should be balanced.
Hmm.
Funny, the 1e AD&D Players Handbook is still the best selling RPG rulebook of all time. Far more people played D&D in the '80s than do now. Most of them never touched a tactical wargame in their lives.
Hmmm.
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Kirth Gersen wrote:
Evil Lincoln wrote:
I would like to see more gameplay examples and less conjecture is all.
The thing with that is that one person will describe a problem they encountered, and it will be immediately countered with "well, it's not a problem in my experience!" So, some probing occurs, and generally you end up with something like, "well, we ignore the rules and just have story hour."
Yep, Kirth, you ever try to make me participate in story hour and I'm telling Androstre to stop bringing beer.
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Kirth Gersen wrote:
Evil Lincoln wrote:
I would like to see more gameplay examples and less conjecture is all.
The thing with that is that one person will describe a problem they encountered, and it will be immediately countered with "well, it's not a problem in my experience!" So, some probing occurs, and generally you end up with something like, "well, we ignore the rules and just have story hour."
I lyke stury our!
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houstonderek wrote:
Yep, Kirth, you ever try to make me participate in story hour and I'm telling Androstre to stop bringing beer.
Have you seen my avatar? Does it look like I can possibly DM a game without beer?!"
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houstonderek wrote:
A Man In Black wrote:
Yeah, in my day, we played RPGs where the array of character choices was wildly unevenly balanced and we liked it! Except that no, it was annoying because it was easy for one player to completely dominate play or another player to have no useful role. So we didn't like it. Hey, wait, we complained about it then, too, because we were convinced by tactical wargames that games should be balanced.
Hmm.
Funny, the 1e AD&D Players Handbook is still the best selling RPG rulebook of all time. Far more people played D&D in the '80s than do now. Most of them never touched a tactical wargame in their lives.
Hmmm.
Are you serious Derek? You would think with the proliferation of the internet, the de-demonization of the game, and the expansion of roleplaying as a whole would have skyrocketted the market now as opposed to then.
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Snorter wrote:
That's a lot of multiclassing....is that balanced?
It is in 4E. Well, actually they're not so much balanced as exactly the same, so...
/comedy
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kyrt-ryder wrote:
houstonderek wrote:
A Man In Black wrote:
Yeah, in my day, we played RPGs where the array of character choices was wildly unevenly balanced and we liked it! Except that no, it was annoying because it was easy for one player to completely dominate play or another player to have no useful role. So we didn't like it. Hey, wait, we complained about it then, too, because we were convinced by tactical wargames that games should be balanced.
Hmm.
Funny, the 1e AD&D Players Handbook is still the best selling RPG rulebook of all time. Far more people played D&D in the '80s than do now. Most of them never touched a tactical wargame in their lives.
Hmmm.
Are you serious Derek? You would think with the proliferation of the internet, the de-demonization of the game, and the expansion of roleplaying as a whole would have skyrocketted the market now as opposed to then.
Nope. Sorry to say, all the internet did was hook people on WoW. Pen and paper games are a niche market these days, I'm afraid. And, since you weren't there, let me tell you: the "demonization" of the game made it that much cooler back then for a lot of kids. Kind of like how Ozzy record sales would spike every time someone called him a devil worshiper. The Chick Tract probably got more players at my table than any of the stupid TSR ads on TV or in the comics ever did.
:)
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I like to think I am advocating a path between the extremes.
Story hour sounds like a lot of work for the GM ;)
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Kirth Gersen wrote:
houstonderek wrote:
Yep, Kirth, you ever try to make me participate in story hour and I'm telling Androstre to stop bringing beer.
Have you seen my avatar? Does it look like I can possibly DM a game without beer?!"
Well, that's what I'm saying, be a DM.
:)
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Evil Lincoln wrote:
I like to think I am advocating a path between the extremes.
Story hour sounds like a lot of work for the GM ;)
It's more like a lot of yawning for the players. Unless the players like shoveling coal into the furnace of the locomotive.
:)
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houstonderek wrote:
Well, that's what I'm saying, be a DM.
I like to think of myself as a facilitator. I provide a big sandbox for you to play in and hide toys in it periodically.
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Evil Lincoln wrote:
Story hour sounds like a lot of work for the GM ;)
If you let everyone control the direction of the story you barely need a GM. Yeah, it requires the right group. But that seems to be the case for all games as far as some people are saying.
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