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MAG.E 4
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MAG.E 4 (Disk 1 of 2).adf
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1977-12-31
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@4WHY PARRY?
==========
@3
Main theory : As long as the DM is consistent in the application of rules
and making decisions, players don't need to know what those rules are, only
the results of them.
So, as long as our GM always worked things out the same way, and it seemed
reasonable, the players weren't worried about how it worked. This meant as
long as the DM used whatever heuristics they chose, instead of rules, then
things were okay.
I was almost always the GM, and the rules or decisions I usually applied
were these,
1: Does it seem possible?
2: Does it seem interesting?
3: Does it seem humorous?
Okay, I ruled out anything that seemed impossible, or at least made a very
hard role for it, (i.e. parrying _very_ large and powerful weapons with
daggers, etc.)
Interesting parries were usually allowed, even if they seemed impossible,
since it added something to the game. I gave the players certain chances
of carrying these out depending upon game balance, player roleplaying, etc.
Finally, all very funny effects were allowed or disallowed, depending upon
which was funnier. (Usually).
Anything that didn't fall into these categories was worked out on the fly,
depending mainly upon how combat was going.
This may all seem very rough-and-ready, and it was, but it kept the game
fast, the action hot, the players happy, and dice cold, the rules simple
and allowed descriptive combat and masses of roleplaying.
Anyway, as an asside, how about this idea. Instead of telling your players
how many hit-points (or whatever) their character has left, just tell them
how wounded they feel, i.e. Injured, Badly Injured, Wounded, Badly Wounded,
Very Badly Wounded, Mortally Wounded, Dead.
You can decide what kind of range these descriptions cover, but it stops
players from going, "hmm, he's carrying a short-sword, max damage , I've
got 8 HP's left, can kill him in one round, okay, let's do it!"
Instead they go, "Arg! Mortally wounded! Run away!" Roleplaying at it's
best.
Tony Evans