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<blockquote data-quote="I'm A Banana" data-source="post: 9269548" data-attributes="member: 2067"><p>One of the reasons I dislike holding a game too closely to the standards of other media is that other media is <em>scripted. </em>It's telling one story, about one thing, one way. The protagonists are largely expected to succeed, or to be interesting and meaningful in their eventual failure. </p><p></p><p>Games don't always work that way. Games can be cinematic and narrative like that. They can ape a more scripted style. But they are under no obligation to, and there are compromises you make when designing it that way (it can be a bit like <em>The Last of Us </em>compared with<em> Breath of the Wild</em> - one a more linear narrative ride where decision-making is limited to certain set pieces and the other a more open toybox to play around with where the set pieces may temporarily limit that decision-making). </p><p></p><p>D&D expects Indy to get pincushioned because Indy is one guy that is raiding the tomb alongside Robert Johnson, an 18th-Century German doctor, and a little old lady who heals broken bones and bloody gashes with magical baked goods (to basically summarize my <em>Radiant Citadel </em>party), and all of them failing and dying screaming in the ruin within an hour or two and no one ever hearing from them again is a valid and enjoyable outcome from the game (where it wouldn't be in a movie!). Because D&D isn't scripted that tightly, and being so loosely scripted is part of the fun. </p><p></p><p>Big point being: it's very good and very fun to know that your knowledgeable expert can utterly beef it in a D&D game.</p><p></p><p>Corollary to the big point is: <em>Clue </em>is still probably the best movie based on a game. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" /></p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 9269548, member: 2067"] One of the reasons I dislike holding a game too closely to the standards of other media is that other media is [I]scripted. [/I]It's telling one story, about one thing, one way. The protagonists are largely expected to succeed, or to be interesting and meaningful in their eventual failure. Games don't always work that way. Games can be cinematic and narrative like that. They can ape a more scripted style. But they are under no obligation to, and there are compromises you make when designing it that way (it can be a bit like [I]The Last of Us [/I]compared with[I] Breath of the Wild[/I] - one a more linear narrative ride where decision-making is limited to certain set pieces and the other a more open toybox to play around with where the set pieces may temporarily limit that decision-making). D&D expects Indy to get pincushioned because Indy is one guy that is raiding the tomb alongside Robert Johnson, an 18th-Century German doctor, and a little old lady who heals broken bones and bloody gashes with magical baked goods (to basically summarize my [I]Radiant Citadel [/I]party), and all of them failing and dying screaming in the ruin within an hour or two and no one ever hearing from them again is a valid and enjoyable outcome from the game (where it wouldn't be in a movie!). Because D&D isn't scripted that tightly, and being so loosely scripted is part of the fun. Big point being: it's very good and very fun to know that your knowledgeable expert can utterly beef it in a D&D game. Corollary to the big point is: [I]Clue [/I]is still probably the best movie based on a game. ;) [/QUOTE]
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