tag:blogger.com,1999:blog-5391338032578456039.post5417155009024085072..comments2024-03-02T02:38:54.061-06:00Comments on The Sandbox of Doom: Advice for new referees, Part OneVictor Raymondhttp://www.blogger.com/profile/05928494560036528653noreply@blogger.comBlogger3125tag:blogger.com,1999:blog-5391338032578456039.post-6451720699080681352011-07-23T12:26:00.677-05:002011-07-23T12:26:00.677-05:00...but it still removes the player's option to...<i>...but it still removes the player's option to chose how they initially interact with the proposed setting.</i><br /><br />Well, no, it doesn't.<br /><br />The dice rolls are part of interacting with the proposed setting. If you don't like your dice rolls, you can re-roll them. That's been true from pretty much the beginning. From my perspective, the pendulum has swung rather completely from "random character generation" to "design your character from the ground up" - so much so that people miss the positive aspects of random character generation.Victor Raymondhttps://www.blogger.com/profile/05928494560036528653noreply@blogger.comtag:blogger.com,1999:blog-5391338032578456039.post-6469465637861354222011-07-22T21:08:11.916-05:002011-07-22T21:08:11.916-05:00Good stuff keep it coming.
You might want to inc...Good stuff keep it coming. <br /><br />You might want to include in the future an over arching paradigm shift for those brought up on computer controlled rpg's. That is that it is the job of the Judge to create the story and allow the players to have some say in it's outcome. More properly it's the job of the referee to create a setting for the players to explore. The story comes from the players and how they interact. It's a frustrating limitation of computer games that the story must of necessity be enforced -- computer games can only account for a few routes but people can account for limitless possibilities.Tomatsohttps://www.blogger.com/profile/08196203763445455491noreply@blogger.comtag:blogger.com,1999:blog-5391338032578456039.post-27765086125456887572011-07-22T14:59:53.411-05:002011-07-22T14:59:53.411-05:00Great post, looking forward to seeing more!
2 Thi...Great post, looking forward to seeing more!<br /><br />2 Things: <br /><br />1. Comparing new versions of a system (D&D 1st/2nd/3rd/3.141592nd edition) and the Elder Scrolls series - I think there could be a corollary here. Morrowind and Oblivion are both rich games with updated/changed mechanics, yet Stats, character advancement, and inventory management don't make the game - the story does. I'm not terribly familiar with the series, but I bet you could swap the game engine and have just as good of a time!<br /><br />2. Random character creation: I don't know if I'd call it a flaw, but certainly a limiting factor. For instance - the DM offers up a setting and background for the players to get excited about, the players come up with some character concepts... and the random in-order rolls start to dictate your class options. Sure it's a matter of perspective ("stuck playing a character type that I didn't want to explore" / "unique opportunity to try something different"), but it still removes the player's option to chose how they initially interact with the proposed setting.LqqkOuthttps://www.blogger.com/profile/00989362458161379698noreply@blogger.com