Gaming styles and mussings...
Posted: Fri Mar 23, 2007 3:00 pm
I've noticed on this site that many people have gaming styles that lean towards: no rules 'on the fly' styles of play,
while those on many other sites prefer styles which are 'rules heavy' to the point that you have to roll a die to walk across the room.
I do enjoy narration and prose -and many players can attest to the fact that they 'feel there' when I GM (or whatever the term is).
Indeed, I am the narration/description 'king' in my gaming groups, and that's pretty much why I gravitated here: the higher the levels we attained in the d20 game, the more time I spent saying: "hit" "miss"..."hit again", etc. in a desperate attempt to keep things moving between rule searches, attacks of opportunity, etcetera, and etcetera.
But that said, I do like rules, and am not a fan of 'making up whatever because it makes the story line cool' GMing -I'm talking the other extreme here, and in no way am I putting this style down; I'm just stating a preference.
I guess my style of play is a bit different from others: I don't fudge rolls for example -not out of any concept of fairness, but rather because I like not knowing what will happen in the game myself: 'Will the party get away??? I hope so...No the troll heard them!" etc.
In fact I aways roll important checks in front my the groups, and they're on the edge of their seats when I do.
I'm personally not a fan of Dms who change situations on a whim, or kill off members of the party just to advance their story line etc. - growing up, I actually had a DM who routinely had unkillable NPCs...and at one point when my character was near death, I suddenly found a secret compartment in the hallway filled with potions of healing.
I dunno, I guess I like the thrill of not knowing how things will turn out, and if there is a dragon in my campagin, I'm the guy who rolls to see if it'll be asleep when the group gets there.
C&C is a very cool system in that it can be tailored to any style of play, and I like to think of it as a template in which I'm able to add logical rules as I see fit.
I'm also encouraging players to contribute rules, new classes or anything they'd like to see incorrporated into the game as well.
It's what 2nd edition 'could've been' for me I guess.
Anyhap, hats off to great fans who are always very helpful on this site; you've given great feedback, helped with rule ideas and questions, and at times pulled me back from 'over d20ing' everything.
C&C has really reopened the door of 'roleplaying enthusiasm' for me once again.
I'm truly hooked on the game and its community.
while those on many other sites prefer styles which are 'rules heavy' to the point that you have to roll a die to walk across the room.
I do enjoy narration and prose -and many players can attest to the fact that they 'feel there' when I GM (or whatever the term is).
Indeed, I am the narration/description 'king' in my gaming groups, and that's pretty much why I gravitated here: the higher the levels we attained in the d20 game, the more time I spent saying: "hit" "miss"..."hit again", etc. in a desperate attempt to keep things moving between rule searches, attacks of opportunity, etcetera, and etcetera.
But that said, I do like rules, and am not a fan of 'making up whatever because it makes the story line cool' GMing -I'm talking the other extreme here, and in no way am I putting this style down; I'm just stating a preference.
I guess my style of play is a bit different from others: I don't fudge rolls for example -not out of any concept of fairness, but rather because I like not knowing what will happen in the game myself: 'Will the party get away??? I hope so...No the troll heard them!" etc.
In fact I aways roll important checks in front my the groups, and they're on the edge of their seats when I do.
I'm personally not a fan of Dms who change situations on a whim, or kill off members of the party just to advance their story line etc. - growing up, I actually had a DM who routinely had unkillable NPCs...and at one point when my character was near death, I suddenly found a secret compartment in the hallway filled with potions of healing.
I dunno, I guess I like the thrill of not knowing how things will turn out, and if there is a dragon in my campagin, I'm the guy who rolls to see if it'll be asleep when the group gets there.
C&C is a very cool system in that it can be tailored to any style of play, and I like to think of it as a template in which I'm able to add logical rules as I see fit.
I'm also encouraging players to contribute rules, new classes or anything they'd like to see incorrporated into the game as well.
It's what 2nd edition 'could've been' for me I guess.
Anyhap, hats off to great fans who are always very helpful on this site; you've given great feedback, helped with rule ideas and questions, and at times pulled me back from 'over d20ing' everything.
C&C has really reopened the door of 'roleplaying enthusiasm' for me once again.
I'm truly hooked on the game and its community.