Black_Willow
Arcane
Here, have some classic inventory:WTF is this console scrolley shit, where's my classic inventory?
Here, have some classic inventory:WTF is this console scrolley shit, where's my classic inventory?
Also total party kill is not that often since smart players will flee if the situation demands it.
Anyway, in general I think the first question should be
Rules are fundamentally the arbitrary judge in games like physics are in real life. If I play in a game and a GM "fudges" a roll, it's basically the same as that GM changing the rules to go easy on me or alternative change the rules because I did too well. It's like switching from Hard to Easy because I can't handle it, or vice versa. We agreed that the world works in such-and-such a way, but suddenly the world works differently because it's more convenient? Fudged rolls are to rule-heavy P&P what deus ex machina are to literature.
A GM "fudging" a roll is like an invisible hand or awesome button gently guiding me through a video game.
Rules are the one thing in P&P that needs 100% clarity and adherence from both players and GM, otherwise what's the point in simulating the experience at all? You can change the rules of course, edit them however you'd like, even play games with no rules at all, if it's just about story and player interaction with that. But if you agree to adhere to a common structure, deviating from it because "it'd make for a better story" or somesuch convenience is the number one destroyer of any immersion for me.
The key aspect of P&P is player interaction with a GM construct. If the rules are not set in stone once agreed upon, then the player interaction is nullified. GM manipulation with rules is negation of player influence.
(If everyone in the group agrees to throw that influence to the wind and prioritize convenience over the simulation, then fair enough - you should do whatever works for you. This does not change the objective fact that manipulation is negation, though, and you need to be aware of that. For my part I would not enjoy playing in such a game.)
Sounds almost simulationist...
The bad side tends to be 'I know more about this than you, so I should be able to do what I want/this is shit.'
WTF is this console scrolley shit, where's my classic inventory?
NWN has the best inventory and UI.
Except he's right. Say what you want about NWN, but the interface was pretty great.NWN has the best inventory and UI.
you are the gift that keeps on giving
Except he's right. Say what you want about NWN, but the interface was pretty great.NWN has the best inventory and UI.
you are the gift that keeps on giving
So PnP not only has levelscaled content (level x adventure in huge letters on the title) too but even GMs scale to your level?Rules are fundamentally the arbitrary judge in games like physics are in real life. If I play in a game and a GM "fudges" a roll, it's basically the same as that GM changing the rules to go easy on me or alternative change the rules because I did too well. It's like switching from Hard to Easy because I can't handle it, or vice versa. We agreed that the world works in such-and-such a way, but suddenly the world works differently because it's more convenient? Fudged rolls are to rule-heavy P&P what deus ex machina are to literature.
A GM "fudging" a roll is like an invisible hand or awesome button gently guiding me through a video game.
Rules are the one thing in P&P that needs 100% clarity and adherence from both players and GM, otherwise what's the point in simulating the experience at all? You can change the rules of course, edit them however you'd like, even play games with no rules at all, if it's just about story and player interaction with that. But if you agree to adhere to a common structure, deviating from it because "it'd make for a better story" or somesuch convenience is the number one destroyer of any immersion for me.
The key aspect of P&P is player interaction with a GM construct. If the rules are not set in stone once agreed upon, then the player interaction is nullified. GM manipulation with rules is negation of player influence.
(If everyone in the group agrees to throw that influence to the wind and prioritize convenience over the simulation, then fair enough - you should do whatever works for you. This does not change the objective fact that manipulation is negation, though, and you need to be aware of that. For my part I would not enjoy playing in such a game.)
Or how it started the whole Radial Menu trend of menus within menus within menus with naught but shitty, similar icons to identify the difference between them.
I am a paladin player. I always roll one named Aric, human. Kal is my paladin from Baldurs Gate saga. This time I will pick another name and roll a half-elf paladin. He will be the son of Kal and Aerie, her mother putted him in a magic slumber after Kal and her leave the Realms when he was barely 18 and now he wakes centuries later ready for SCL.
Based on the feedback i had here, I will roll a half-elf now since they make so great paladins too and it will be a nice way to connect both plots in my personal story.
So PnP not only has levelscaled content (level x adventure in huge letters on the title) too but even GMs scale to your level?
Seems PnP is even more popamole than CRPGs even after the decline.
The Codex may have written SCL off, but the true fans on their forums are gearing up for some serious roleplaying
I spent years on various persistent worlds, usually carrying tons of junk in my backpack, and never considered the inventory window too small. It actually felt optimal; you could easily manage it while playing and having other elements of the UI around.stringy design in small boxes utilizing about a sixth of the actual screen space available.
“We’re going to allow DMs to spend a lot of time building campaigns that are near limitless if that’s what they want to do,” said Tudge. “But I’ve got twin eight-year-old boys and I want them to be able to create campaigns, that’s my litmus test. If they can do it, then we’ve succeeded.”
The Codex may have written SCL off, but the true fans on their forums are gearing up for some serious roleplaying
I am a paladin player. I always roll one named Aric, human. Kal is my paladin from Baldurs Gate saga. This time I will pick another name and roll a half-elf paladin. He will be the son of Kal and Aerie, her mother putted him in a magic slumber after Kal and her leave the Realms when he was barely 18 and now he wakes centuries later ready for SCL.
Based on the feedback i had here, I will roll a half-elf now since they make so great paladins too and it will be a nice way to connect both plots in my personal story.
No, wasn't aimed at you. Just assumed that if you guys feel the need to discuss this GMs diluting the rules must be a thing. Would only be natural, PnP RPGs are still just power fantasies too and people who play them want to get sth out of it instead of being shown again what incompetent and brainless fuckers they are like in RL. ^^So PnP not only has levelscaled content (level x adventure in huge letters on the title) too but even GMs scale to your level?
Seems PnP is even more popamole than CRPGs even after the decline.
I'm not sure if the poke was aimied at me, but I'm a bit confused if it is... what I'm talking about is essentially the opposite of a GM scaling the circumstances depending on the players and the random factor?