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5 months ago ::
Jan 09, 2013 - 12:20PM
#181
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Because, of course, i just can keep ignoring rules. But, anyway, i hope writting about roleplaying sometime soon becomes as important as writting about rules.
Some things lend themselves better to writing about than others, especially in a discussion format. Don't make the mistake of assuming that the number of words that any particular person spends discussing something is a direct reflection of how important it is to them.
Dwarves invented beer so they could toast to their axes. Dwarves invented axes to kill people and take their beer.
"Feel free to claim I said anything you like. How's someone going to call you out on it? Are they going to be all like, 'I know all of the things that Gary said, and that's not one of them?'" - Gary Gygax
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5 months ago ::
Jan 11, 2013 - 10:59AM
#182
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Date Joined:
May 25, 2009
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I usually write a lot about what i'm interested in and mostly none of what i'm uninterested. I don't why some people should write a lot about what they aren't interested. It's kind a paradox, but i'd gladly receive some explanation on how it's that possible. So the question really is: How often do you play the game, DnD, and how often do you and your friends just tell a story that might possibly have DnD story elements?
So by ignoring rules moste of the time i stop playing D&D game? i stop playing a roleplaying game named D&D? If i choose to have roleplaying over mechanincs i'm still in D&D. You might consider mechanics more important than roleplay and i still believe you play D&D... it's just a matter of style.
There's a thousand ways of playing D&D and all of them are legit and can be fun for those groups that choose any. Expecting to have rules for everything i'd like to is a nonsense... trying to use roleplay alone for some decisions at least, it's a good way to skip rules lacking.
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5 months ago ::
Jan 11, 2013 - 11:03AM
#183
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Date Joined:
Nov 19, 2007
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I usually write a lot about what i'm interested in and mostly none of what i'm uninterested. I don't why some people should write a lot about what they aren't interested. It's kind a paradox, but i'd gladly receive some explanation on how it's that possible.
Well, there are those that post just to look/sound knowledgeable. There are those who post to increase their post count. There are those who just can't keep from chiming in on every single subject -- they just like to talk. I'm sure there are other reasons, too. Me, I prefer to post when I think I can contribute or I have a viewpoint on something I'm interested in that hasn't been made yet. I tend NOT to post if someone has already said what I would, though I occasionally add a "This" when I think what someone else has said really needs to be underscored.
In memory of wrecan and his Unearthed Wrecana.5e should strongly stay away from "I don't like it, so you can't have it either."
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5 months ago ::
Jan 11, 2013 - 11:10AM
#184
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Its possible to be interested in more then one thing.
But honestly, I go to forums dedicated to discussing settings, character development and world building when that is what I want to talk about. I don't see why you are coming to a sub-forum dedicated to future D&D rules to discuss things that are not rules related.
Love 4e? Concerned about its future? join the Old Guard of 4th EditionReality Refracted: Social ContractsD & D: A Documentary Kickstarter ( http://kck.st/SyKNzf)  Dreaming the Impossible Dream
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Imagine a world where the first-time D&D player rolls stats, picks a race, picks a class, picks an alignment, and buys gear to create a character. Imagine if an experienced player, maybe the person helping our theoretical player learn the ropes, could also make a character by rolling ability scores and picking a race, class, feat, skills, class features, spells or powers, and so on. Those two players used different paths to build characters, but the system design allows them to play at the same table. -Mearl
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5 months ago ::
Jan 11, 2013 - 11:11AM
#185
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Date Joined:
May 25, 2009
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Maybe it's not rules what some people require... but be more honest. As you, SteeleButterfly, i write out to contribute. And i think learning how to use roleplay when rules are unexistant or stop story fromo moving on could be a great B plan for those who require a lot of rules for everything. If i've ever been read as i want that everybody choose roleplay over mechanics, i'm sorry. Just like you, story has priority over mechanics. Characters must be able to modify the world around them just bye being themselves, whether there's a rule for that or not. I hope, even there's a need to augment post count or to look knowledgeable around there... then, maybe there's some people who chose to contribute with the importance of roleplaying. And how a roleplaying game doesn't stop being on, even if rules are ignored/created/modified to fit the story and characters creating it. Its possible to be interested in more then one thing. But honestly, I go to forums dedicated to discussing settings, character development and world building when that is what I want to talk about. I don't see why you are coming to a sub-forum dedicated to future D&D rules to discuss things that are not rules related.
Sure, but this sub-forum it's called D&D Next "General" Discussions. I don't know how General becomes Rules-only (or as if it were a chance... being Roleplaying only).
D&D is a roleplaying game. General discussion could be about the mechanics, but also about roleplaying.
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5 months ago ::
Jan 11, 2013 - 11:19AM
#186
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Date Joined:
Mar 22, 2008
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I don't think I've ever even seen a rule that determines the next scene. Let alone enough of them that we could always use them.
When a series of rules is used in the scene, then the next scene is determined by those rules. If roleplaying alone is allowed to make the story move forward, then roleplaying is determining what's going on in the next scene.
How often do you require rules to advance from one scene to the next? How often the advance is based upon purely roleplay?
Its a little unclear what you are asking. Do you mean how many scenes don't using rules in any way? Or do you mean not having a rule be the decision point that changes scenes?
I ask this because if a player wants to know what his character knows about something, what does an decision he makes with the information count as?
I think he's talking about things like, if a party sets off a rolling boulder trap, the next scene will be them running away from it OR if they disarm it, the next scene will be them continuing on. The mechanic has determined the next scene. Similar situations will be checks to convince an important NPC to do something. Mechanics will often (not always) determine the next scene.
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5 months ago ::
Jan 11, 2013 - 12:06PM
#187
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Date Joined:
Jan 15, 2009
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Mechanics will often (not always) determine the next scene.
If mechanics are used to determine anything significant this will happen... ummm and is this a problem?
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5 months ago ::
Jan 11, 2013 - 12:42PM
#188
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Date Joined:
Mar 22, 2008
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Mechanics will often (not always) determine the next scene.
If mechanics are used to determine anything significant this will happen... ummm and is this a problem?
Not to me. I was simply trying to explain what I thought that he was trying to say
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5 months ago ::
Jan 11, 2013 - 12:46PM
#189
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Date Joined:
Jan 15, 2009
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Mechanics will often (not always) determine the next scene.
If mechanics are used to determine anything significant this will happen... ummm and is this a problem?
Not to me. I was simply trying to explain what I thought that he was trying to say 
So we are still both scratching our heads as to how this is either a problem or some how NOT a necessary and intended thing in a game right?
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4 months ago ::
Jan 13, 2013 - 11:43AM
#190
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Date Joined:
May 25, 2009
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I don't think is a problem how often rules determine course of action. I think the problem is when something in-character (using roleplaying) has no rules whatsoever or rules decree that course of action should be different.
This is not roleplaying making rules useless, but rules interfering with creative ideas of roleplaying or roleplaying cut out by the lack of rules.
In the end, there will be an average set of rules that may cover a lot of in-situations... but not all. For those uncovered situations? would i cry in frustration by the lack of rules to know what's next or just allow roleplay to decide it? Also that average set of rules will make some situations to become boring? will you let roleplay go over them and allow roleplay to keep the story fun?
That's it. If you're feeling i'm imposing some "must" percentage (80% roleplay and 20% mechanics, as an example). You're wrong. I'm just pointing out, that for those requiring extreme rule detail (1% roleplay and 99% mechanics) for everything... there's a high chance to find a dead-end, that can only be solved by roleplaying.
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