Hi Jeremy.

interesting. I know 4th ed D&D has been heavily cryticized for basically turning almost into a tactical wargame rather than a strict rp game.

I don't think I've ever had one of those exploration gamebook type occasions sinse when I played D&D it was normally more about the exploring than choosing between each passage, indeed the gm was sort of amused by the fact that at each new door or intersection we'd sort of go into a military routine, the thief would check for traps, the wizard for magic, my paladin would sense for evil, the fun bit ws deciding what to do when one of those senses pinged.

In mutants sinse people had various powers for determining where we were and what was going on it was usualy a case of deciding how far a given target was than going passage by passage, for example my character had x ray vision in his helmet, someone else had the ability to sense life etc.

Generally I've always enjoyed that aspect of rp the most, the fact that the gm is as adaptable as you and can make the plot and combat encounters work along the same lines you can, after all a computer program can just roll dice, but doing the creative solutions and in character thing is always good, although I usually run into the problem that if I don't play a character with high int, determining why he/she would think of given solutions is not that easy, actually in Mutants though i started with an int of 16 I wound up having to put it up to 18 later (of course in mutants stats can go as high as 24 into the super human range).

All the best,

Dark.

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