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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