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*Dungeons & Dragons
Worlds of Design: Games vs. Novels - Part 1
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<blockquote data-quote="dragoner" data-source="post: 8300549" data-attributes="member: 6943731"><p>I almost never fudge dice.</p><p></p><p>RPG's share narrative elements with novels, because they were developed in novels and then applied to RPG's. One sees this in other fields, similarly, the principles of engineering were first developed in mechanical engineering and the applied to other disciplines merely because they were first developed in mechanical engineering. Computers are a good example of this, in the 1920's are mechanical gear sets, or hydraulic valve bodies; eventually after the dominance of integrated circuitry, they go over to electronic engineering.</p><p></p><p>That being said, there is rarely a one to one direct comparison between all novels, much less different RPG's or campaigns. I find myself using combat more as filler, and not the meat of play, except we drift back to it, for various reasons. Not that I want to run a railroad where the players are merely passengers enjoying the scenery as they shuttle from one scene to another. Nevertheless, structure is good, and I find if I do not provide it, the players will. That is great, I like to be surprised, and just sit back and let them play. One reason I look at RPG's as a collaborative story telling space, versus a typical novel.</p></blockquote><p></p>
[QUOTE="dragoner, post: 8300549, member: 6943731"] I almost never fudge dice. RPG's share narrative elements with novels, because they were developed in novels and then applied to RPG's. One sees this in other fields, similarly, the principles of engineering were first developed in mechanical engineering and the applied to other disciplines merely because they were first developed in mechanical engineering. Computers are a good example of this, in the 1920's are mechanical gear sets, or hydraulic valve bodies; eventually after the dominance of integrated circuitry, they go over to electronic engineering. That being said, there is rarely a one to one direct comparison between all novels, much less different RPG's or campaigns. I find myself using combat more as filler, and not the meat of play, except we drift back to it, for various reasons. Not that I want to run a railroad where the players are merely passengers enjoying the scenery as they shuttle from one scene to another. Nevertheless, structure is good, and I find if I do not provide it, the players will. That is great, I like to be surprised, and just sit back and let them play. One reason I look at RPG's as a collaborative story telling space, versus a typical novel. [/QUOTE]
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