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6 months ago ::
Dec 07, 2012 - 12:14PM
#121
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Date Joined:
Jul 18, 2007
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I've played White Wolf games. Blech. And that was with a good storyteller. I included that quote in my sig because of all the cooperative storytelling cheerleaders this forum used to riddled with. Story is the reult of the game, not a process within it.
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6 months ago ::
Dec 07, 2012 - 12:15PM
#122
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Date Joined:
Jan 23, 2012
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At-will attacks are the epitome of lame and boring when they're all there is.
(looking at you expertise dice)
I dunno....pretty much every WoD game is full of at-will attacks (well, for some powers/abilities, it depends on if it requires an "energy stat" expenditure and if you have enough of it). Plenty of people find them very fun, and with roughly 140 books or more - not counting SAS materials - and two more game lines coming out, and more, it seems to be successful.
For those confused on how DDN's modular rules might work, this may provide some insight: http://www.tor.com/blogs/2012/11/the-world-of-darkness-shines-when-it-abandons-canon
@mikemearls: Uhhh... do you really not see all the 3e/4e that's basically the entire core system?
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6 months ago ::
Dec 07, 2012 - 12:18PM
#123
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At-will attacks are the epitome of lame and boring when they're all there is.
(looking at you expertise dice)
I dunno....pretty much every WoD game is full of at-will attacks (well, for some powers/abilities, it depends on if it requires an "energy stat" expenditure and if you have enough of it). Plenty of people find them very fun, and with roughly 140 books or more - not counting SAS materials - and two more game lines coming out, and more, it seems to be successful.
The energy stat is exactly what breaks things up and make things interesting, along with disciplines/spheres/ect which while sometimes at-will and sometimes not, were superpowered compared with mundane actions. I wouldn't call White Wolf games indicative of at-will spam at all, and I've played them extensively.
...whatever
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6 months ago ::
Dec 07, 2012 - 12:26PM
#124
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Date Joined:
May 18, 2002
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I would like to see the game as less dungeon master focused and more about letting everyone tell the story of their own character, and having the power to do so.
That's pretty vague. Do you have any concrete ideas, which could help the rest of us out here understand this idea further?
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6 months ago ::
Dec 07, 2012 - 12:33PM
#125
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Date Joined:
Feb 22, 2012
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Otherworldly I don't particularly like those kinds of games unless of course we are thinking of two different things. I am all for players doing with their characters what they want but as for the npcs those are mine to do with as I want.
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6 months ago ::
Dec 07, 2012 - 12:44PM
#126
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Date Joined:
Oct 19, 2012
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I think I'm going to stick with 4e. D&D Next seems to be trying too hard to be "D&D Previous" and appeal to grognards.
Then why are the self-proclaimed king of the grognards and all his buddies unhappy with the current playtest packet? If that's what they're trying to do, then they suck ass at this whole game design thing.
It's easy to be bad at game design when your core philosophy is based on a false premise, in this case that there is a core D&D experience common to all players.
That's not really what I was asking, but I don't disagree with it either.
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6 months ago ::
Dec 07, 2012 - 12:45PM
#127
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Date Joined:
Jan 23, 2012
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I've played White Wolf games. Blech. And that was with a good storyteller. I included that quote in my sig because of all the cooperative storytelling cheerleaders this forum used to riddled with. Story is the reult of the game, not a process within it.
I disagree. Story is both a process within the game, and the result of the game. As both a player and a Storyteller, I find myself asking "what is best for the overall story here?" I've deliberately done things that, while they may have been less-than-ideal for my individual character, were done to further the overall story. I'm happy to play with people who think similarly.
I fail to see how cooperative storytelling isn't a good thing, honestly.
For those confused on how DDN's modular rules might work, this may provide some insight: http://www.tor.com/blogs/2012/11/the-world-of-darkness-shines-when-it-abandons-canon
@mikemearls: Uhhh... do you really not see all the 3e/4e that's basically the entire core system?
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6 months ago ::
Dec 07, 2012 - 12:48PM
#128
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Date Joined:
Jan 23, 2012
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The energy stat is exactly what breaks things up and make things interesting, along with disciplines/spheres/ect which while sometimes at-will and sometimes not, were superpowered compared with mundane actions. I wouldn't call White Wolf games indicative of at-will spam at all, and I've played them extensively.
And yet, there are a number of supernatural powers that have no cost and can be used "at-will" very easily. For instance, each clause of every Contract in Changeling: the Lost has what's called a Catch. If you fulfill the Catch, you needn't expend Glamour to bring forth the magic. Some of those Catches are very easy to fulfill - either all the time, or in certain situations.
For those confused on how DDN's modular rules might work, this may provide some insight: http://www.tor.com/blogs/2012/11/the-world-of-darkness-shines-when-it-abandons-canon
@mikemearls: Uhhh... do you really not see all the 3e/4e that's basically the entire core system?
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6 months ago ::
Dec 07, 2012 - 12:52PM
#129
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I would like to see the game as less dungeon master focused and more about letting everyone tell the story of their own character, and having the power to do so.
That's pretty vague. Do you have any concrete ideas, which could help the rest of us out here understand this idea further?
The answer is player controlled "I'm awesome" buttons, having permission from the system in advance to do cool things without consulting the DM. These have a long history in D&D, though for a long time only certain characters got them. They were called 'spells'.
...whatever
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6 months ago ::
Dec 07, 2012 - 12:54PM
#130
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Date Joined:
Oct 19, 2012
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Everyone of said spells can be shut down. Really if someone wants to have their character have the impact in the setting, rather than riding the rails of a pre-built story by the DM, it depends almost entirely on the DM. In the games I run, players are always the ones with the agency, spells or not.
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