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3 months ago  ::  Feb 28, 2013 - 9:00PM #31
Daron_Haldar
Date Joined: Feb 26, 2002
Posts: 44

Jan 8, 2013 -- 6:09AM, Scald wrote:

It's up to the players to throw in flavour. The DM is responsible for creating flavour opportunities, but the players must act on it.




The problem is there is no reward for the flavor really.  That is a problem with you have to rely solely on player and GM creativity.   You are going to have a few campaigns that will likely do well, but many more that are going to flounder because of the repetivity.  

I think presenting lists of  of things players can do like the 4e lists could help this.  The problem with 4e was they were so restrictive to only being able to pick a few.   Now we have the problem is we've opened it up so much with no set skills, we've gone completely to the other extreme.  Where that open nature has left people holding the bag.  Perhaps they aren't so creative, perhaps they just aren't feeling it that night, and they are stuck. 

There has to be a middle ground somewhere. 

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3 months ago  ::  Mar 03, 2013 - 9:24AM #32
Andrekan
Date Joined: Feb 16, 2008
Posts: 213
Hopefully the "Middle Ground" is where this has to go.  Without Manuevers the game is dead and with too many it is dead also.  As has been stated of late, "Fluff" may be the answer.  I only hope we get some things like Paladin, Bard, Ranger, Druid, Half Elves, Half Orcs, and Gnomes to add to system.  

As for Sicari, after 35 years of playing this game and still playing, we have found creativity, mystery, and adventure keep us coming back for more.  Our daily lives may get busy and hectic but we know one or two nights a week we might delve an ancient ruin, stamp out a band of brigands, or maybe discover the secrets of a fallen god and the legacy that was left in the wake.  Mechanics add some flavor at times but the story of how these character react and deliver themselves from situations is in the game yet they should not dictate all aspects.  If the character are beaten down, which doesn't happen over much, but if it does they find a defensive point to lick there wounds, recover, and make new plans.  Unless they have some strange ability like regeneration from a magic item or a legacy of becoming a shade, it takes time for their wounds to heal.  It makes for excitement and unravels a good collective yarn between friends, that depends upon our extention of disbelief which the game should define within due bounds depending upon the flavor of game (wicked, funny, or honorable).  Perhaps we are hard core and creative, but that's how our game Rolls.  Wish you the same for your game!   Wink
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