You scored as Storyteller. You're more inclined toward the role playing side of the equation and less interested in numbers or experience points. You're quick to compromise if you can help move the story forward, and get bored when the game slows down for a long planning session. You want to play out a story that moves like it's orchestrated by
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Your buddy's full of shit. It's not a flaw in the game, it's a flaw in the storyteller. I totally concede that some rule systems are better equipped to tell some types of stories than others, however.
In my opinion, the rules exist to provide objective conflict resolution in what is otherwise a collaborative storytelling session. The rules themselves are not the game. If you tried to create a rule to govern everything possibly conceivable you'd have one of two things:
1) A complete mental breakdown.
2) F.A.T.A.L..
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Also? His example? There are, in fact, rules to govern that character. Half-orcs and paladins are core PHB choices, and social stigmas are a cool, easy positive modifier to charisma/diplomacy/bluff/all-orcs-look-the-same-and-talk-loudly-during-movies-and-the-took-our-jobs-and-quit-taking-our-womenfolk DC checks.
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