case: (Default)
Case ([personal profile] case) wrote in [community profile] fandomsecrets2013-04-27 03:53 pm

[ SECRET POST #2307 ]


⌈ Secret Post #2307 ⌋

Warning: Some secrets are NOT worksafe and may contain SPOILERS.

01.


__________________________________________________



02.


__________________________________________________



03.


__________________________________________________



04.


__________________________________________________



05.


__________________________________________________



06.


__________________________________________________



07.


__________________________________________________



08.


__________________________________________________



09.


__________________________________________________



10. [tb1]


__________________________________________________



11.


__________________________________________________



12.


__________________________________________________



13.


__________________________________________________



14.


__________________________________________________



15.


__________________________________________________




















Notes:

Secrets Left to Post: 06 pages, 101 secrets from Secret Submission Post #330.
Secrets Not Posted: [ 0 - broken links ], [ 0 - not!secrets ], [ 0 - not!fandom ], [ 1 - too big ], [ 0 - repeat ].
Current Secret Submissions Post: here.
Suggestions, comments, and concerns should go here.

(Anonymous) 2013-04-28 04:45 am (UTC)(link)
AYRT

I can certainly see how fewer rules for out-of-combat interactions can give a group more freedom to roleplay without the dice getting in the way. But what I was getting at was more the way the game is written and designed, more than the groups that play it or the GMs that run it. In practice, fewer rules for social interactions and what-have-you may allow a group more elbowroom, but what it tells me about the game designers is that they didn't think those kinds of encounters were important or would happen frequently in the "typical" session or adventure. I mean, that's what they do: they write rules to adjudicate in-game events that enable players to determine the outcome of their characters' actions, regardless of the real-life skill level of the people playing those characters. What situations the game developers decide to create rules for, and how they write about those situations in describing those rules, tells you a lot about what they expect an average game to look like -- and D&D has never placed huge amounts of emphasis on social interaction, and 4e, in my experience, did even less. It doesn't reflect on the people who choose to play it, because I've played D&D games where we never touched the dice all session, but it does reflect on the game itself.