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Caolin
Senior Scribe

769 Posts

Posted - 11 Nov 2010 :  22:47:11  Show Profile Send Caolin a Private Message  Reply with Quote  Delete Topic
So another thought popped into my head as I have been reading through Whisper of Venom. Mr. Byers has been pretty faithful to 4E rules when describing battles, magic use, and divine powers. Frankly, most of the 4E novels have been this way. I personally don't like this because it feels like a friend describing combat in WoW. I also feel that game rules can handcuff the authors story telling.

So I am curious as to everyone's thoughts on this. Do you enjoy a novel more when the author incorporates game rules into their writing? Or do you prefer a more rules agnostic novel?

Dennis
Great Reader

9933 Posts

Posted - 11 Nov 2010 :  23:28:18  Show Profile Send Dennis a Private Message  Reply with Quote
I've no time for games. I only read the novels. If I were a gamer, though, I wouldn't mind seeing some game rules used in the novels, as long as they make sense. Besides, authors still exercise their artistic license. An example of this is in the The Haunted Lands, when Bareris single-handedly destroyed the binding that held all those 'souls' in the dream vestige. While in the games (correct me if I'm mistaken) no bard, however magically powerful he is, could slay such monstrosity.

Every beginning has an end.

Edited by - Dennis on 11 Nov 2010 23:29:22
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Tren of Twilight Tower
Seeker

51 Posts

Posted - 12 Nov 2010 :  13:44:19  Show Profile  Visit Tren of Twilight Tower's Homepage Send Tren of Twilight Tower a Private Message  Reply with Quote
Although I prefer to read novels in FR cannon, D&D spirit and rule-set, a good novel is still a good novel - regardless of the style that writer incorporates.

For example, FR are my passion, but that did not stop me to tremendously enjoy reading War of the Ancients (WotA) trilogy from WarCraft universe. This applies even more for FR-based novels that might steer a bit "AFK" from the FR cannon and D&D rule-set.

As much as I love specifics, a good novel is - a good novel.

Just my 93 cents,
Tren
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Dennis
Great Reader

9933 Posts

Posted - 12 Nov 2010 :  16:23:57  Show Profile Send Dennis a Private Message  Reply with Quote
quote:
Originally posted by Tren of Twilight Tower

As much as I love specifics, a good novel is - a good novel.




Indeed.

Game rules are but a minor thing that affect a novel.

Every beginning has an end.
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Alystra Illianniis
Great Reader

USA
3750 Posts

Posted - 12 Nov 2010 :  18:56:46  Show Profile Send Alystra Illianniis a Private Message  Reply with Quote
Hmmm. A relavent question for me. I try to stay within rules in my own writing, but don't use many of the game mechanics in the story, so it's not usually a problem for me. But I like to think that every spell, ability, etc that I write in is within the rules for game use.

The Goddess is alive, and magic is afoot.

"Where Science ends, Magic begins" -Spiral, Uncanny X-Men #491

"You idiots! You've captured their STUNT doubles!" -Spaceballs

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Markustay
Realms Explorer extraordinaire

USA
15724 Posts

Posted - 12 Nov 2010 :  20:57:04  Show Profile Send Markustay a Private Message  Reply with Quote
You know, for such a curmudgeon, that's one thing that never really bothered me.

I remember Rich Baker saying over on the wotC boards about how some fans actually count the number of fireballs used in a battle-scene and want to know how the character is able to cast so many. I found that laughably ridiculous (although it is obviously a problem authors must contend with).

I read the novels for A) The Lore, and B) The story. I can give a damn weather the author follows the rules or not (because I sure as hell don't half the time).

We have to remember that the characters in the novels are UNIQUE, for whatever reason. There could be a thousand reasons why, in a fantasy setting someone is doing something they shouldn't be able to do. They are flying around, teleporting, fighting dragons and trolls, and YES, casting fireballs... and you are counting fireballs?

Seriously... get a life.

In fact, I was actually slightly annoyed that they felt a need to change the rules just because Drizzt was breaking them. I'm sorry, but you can create a drow PC and steal the name, give him two magical swords and even find a Figurine of Wonderous Power, but guess what? You still aren't playing Drizzt Do'Urden.

I had assumed years ago that his unique relationship with Mielikki gave him a unique set of skills (call it a PrC in 3e). Note he doesn't cast Ranger spells - that's because she has granted him other powers which simulate the drow abilities he has lost.

You know, their is a simple solution to this particular phenomena - try creating your own 'kewl' character instead of ripping-off an author's. The complete lack of imagination in copy-cat characters aggravates me worse then anything - its a game designed for people to use their imaginations, not follow along the rules (and fluff) as if they were some sort of holy testament. I want players who can think for themselves, and entertain ME just as much as I try to entertain them. The best characters are the ones no-one has ever seen before.

Psuedo-rant over.

"I have never in my life learned anything from any man who agreed with me" --- Dudley Field Malone


Edited by - Markustay on 12 Nov 2010 21:00:17
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Alystra Illianniis
Great Reader

USA
3750 Posts

Posted - 12 Nov 2010 :  21:25:57  Show Profile Send Alystra Illianniis a Private Message  Reply with Quote
*applauds MT* Bravo, misseur!!(sp?- meh, whatever...) I whole-heartedly agree. The number of people who play Drizzt rip-offs has even spawned cartoon jokes. Thank Goddess we don't have 50 million Elminsters running around, or Fearun would have long since become a wasteland, lol!

I prefer to adapt or even just throw out authors' concepts, and create something that, while it may appear similar superficially in some respects, breaks the character-clone mold and makes a new one. I did just that when creating my own drow PC- yes, he uses two swords, (sabers, not scimitars!) but that was as far as it went- He's a bard, and much more out-going and optimistic most of the time, in spite of having suffered some losses. And having some really unique abilities and spells didn't hurt either. All withing rules, however.....

The Goddess is alive, and magic is afoot.

"Where Science ends, Magic begins" -Spiral, Uncanny X-Men #491

"You idiots! You've captured their STUNT doubles!" -Spaceballs

Lothir's character background/stats: http://forum.candlekeep.com/pop_profile.asp?mode=display&id=5469

My stories:
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Caolin
Senior Scribe

769 Posts

Posted - 12 Nov 2010 :  23:00:43  Show Profile Send Caolin a Private Message  Reply with Quote
In the past this never bothered me as much, frankly I never thought about it. But with the advent of 4E, the new novels all seem to be shoehorning the news rules into the story....some more so than others. I do realize that in the past authors have always used the rules as a guide to writing to varying extents. But after 4E it just feels different......it feels contrived. So yeah, a good story is a good story regardless of how it was created. But I guess my beef is that for me the stories seem to be suffering due to too much reliance on the rules as a story telling device.
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Dracons
Learned Scribe

USA
299 Posts

Posted - 13 Nov 2010 :  02:01:01  Show Profile  Visit Dracons's Homepage Send Dracons a Private Message  Reply with Quote
People rip off Drittz, because it's far easier to rip off it straight out the box. Even level one, you can be a outcast that duel wields and cries alot.


No-one, no matter how great a roleplayer, can play a Elminster clone at level 1. Just isn't possible in the rule set, seeing as you need to be a high level wizard to be, well a wizard.

Not that it's right by any bit of wording. Clones suck. Roleplay your character. As a DM, I give plenty of chances to do it. Then again, I'm likely too kind a DM with changes to rules, such as any feat that expands a skill, like say Investigator from Eberron doesn't require a feat to do. Same with Favored in a Guide. You roleplay it, (Or in Investigator, you get that with the skill itself).

Every player gets a free bonus region feat. People also get free feat of a minor racial feats, like say Thunder Blessing for dwarf.

Clerics also get iniative of <god> for free when they reach the minimal level.


Players have fun, and they play. That's all that matters.

I love PMs! Please send me a message. Even if its Hi.
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Wooly Rupert
Master of Mischief
Moderator

USA
36910 Posts

Posted - 13 Nov 2010 :  03:54:19  Show Profile Send Wooly Rupert a Private Message  Reply with Quote
I can only think of one time that I was bugged by a writer not sticking to the rules... And that was a Dragginglance short story. I was more bugged by the continuity gaffe than anything else... In that short story, Raistlin tosses off multiple polymorph spells without blinking -- but it's set before the start of the Chronicles, where casting a single sleep spell wore him out!

And only once have I paid close attention to what a character did, in order to determine their level. That was a personal project -- I went thru every issue of Advanced Dungeons and Dragons, noting the spells cast by Kyriani (this was before she was updated in Powers & Pantheons).

Novels in characters are often written without the rules in mind. Why? Because a ruleset shouldn't govern plot. The needs of the plot should come long before concerns about sticking to an arbitrary ruleset that's just going to change in a few years, anyway. As long as what the characters do is believable, who cares if it's something a character shouldn't be able to do for another level or two, or if their class generally doesn't have a particular ability?

I once statted out characters for a short story... But that was just to give myself a rough idea of their capabilities. I wasn't concerned about keeping it accurate, but I didn't want to imitate that DL story and have a 2nd-level mage tossing off 4 or 5 4th level spells, either.

Plot comes first. Rules should be only a minor concern, if that.

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Diffan
Great Reader

USA
4470 Posts

Posted - 13 Nov 2010 :  03:57:17  Show Profile Send Diffan a Private Message  Reply with Quote
Actually, I think the 4E rules have helped create that difference between what a PC in a game can do/accomplish and what a character in a novel can do/accomplish. Remember, game rules don't apply to both PC/NPC anymore for generating powers or abilities and so by that logic the novels don't have to be totally expressed in what a character can or cannot do.

Now, I've read very little of 4E novel line save for Swordmage and Corsair and while I see elements of 4E in the game (the name of a spell or description of how it looks or works) it doesn't override the story as a whole or effect the lore.
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althen artren
Senior Scribe

USA
780 Posts

Posted - 13 Nov 2010 :  04:55:07  Show Profile Send althen artren a Private Message  Reply with Quote
Wooly, which novel or short story were u talking about?
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Wooly Rupert
Master of Mischief
Moderator

USA
36910 Posts

Posted - 13 Nov 2010 :  05:07:08  Show Profile Send Wooly Rupert a Private Message  Reply with Quote
quote:
Originally posted by althen artren

Wooly, which novel or short story were u talking about?



It was in the first Tales trilogy... I think the story was called "Hearth Cat and Winter Wren."

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Candlekeep - The Library of Forgotten Realms Lore
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The Sage
Procrastinator Most High

Australia
31799 Posts

Posted - 13 Nov 2010 :  05:15:27  Show Profile Send The Sage a Private Message  Reply with Quote
quote:
Originally posted by Wooly Rupert

quote:
Originally posted by althen artren

Wooly, which novel or short story were u talking about?



It was in the first Tales trilogy... I think the story was called "Hearth Cat and Winter Wren."

Eh. Most DL authors nowadays tend to appreciate that many of those early stories weren't always consistent, nor always accurate in terms of character representative. And the Tales series is notorious for exactly that.

Candlekeep Forums Moderator

Candlekeep - The Library of Forgotten Realms Lore
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Scribe for the Candlekeep Compendium -- Volume IX now available (Oct 2007)

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The Sage
Procrastinator Most High

Australia
31799 Posts

Posted - 13 Nov 2010 :  05:19:39  Show Profile Send The Sage a Private Message  Reply with Quote
quote:
Originally posted by Wooly Rupert

Plot comes first. Rules should be only a minor concern, if that.

I'm inclined to agree.

And while I can appreciate that some authors also cater for those readers who expect their D&D fiction to relate to the D&D game as a whole, I sometimes think the work suffers a little, when the overall opportunity for a writer to explore rules-related effects in fiction, is limited to the "rules" of a table-top game.

We know from authors like Ed and Steven, that Realms fiction often tends to display characters "above and beyond" what we'd expect in the game. So, limiting fiction to the dictates of the game, I think, can limit the potential for creativity and worthwhile storytelling through the tale being told.

Candlekeep Forums Moderator

Candlekeep - The Library of Forgotten Realms Lore
http://www.candlekeep.com
-- Candlekeep Forum Code of Conduct

Scribe for the Candlekeep Compendium -- Volume IX now available (Oct 2007)

"So Saith Ed" -- the collected Candlekeep replies of Ed Greenwood

Zhoth'ilam Folio -- The Electronic Misadventures of a Rambling Sage
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Alystra Illianniis
Great Reader

USA
3750 Posts

Posted - 13 Nov 2010 :  06:15:54  Show Profile Send Alystra Illianniis a Private Message  Reply with Quote
As for myself, I would never create the character or story SPECIFICALLY to the rules of the game, though I have certainly used game rules to guide me in deciding a character's capabilities. I do not, for instance, have characters using abilities far outside their class or that are not typically found in their race or skill-set without some sort of explanation. Such as a knight(paladin) who also uses bardic music. (The simple explanation is that he became a knight later on, after having learned of the musical gift.)

The Goddess is alive, and magic is afoot.

"Where Science ends, Magic begins" -Spiral, Uncanny X-Men #491

"You idiots! You've captured their STUNT doubles!" -Spaceballs

Lothir's character background/stats: http://forum.candlekeep.com/pop_profile.asp?mode=display&id=5469

My stories:
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Lothir, courtesy of Sylinde (Deviant Art)/Luaxena (Chosen of Eilistraee)
http://sylinde.deviantart.com/#/d2z6e4u
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Lady Fellshot
Senior Scribe

USA
379 Posts

Posted - 13 Nov 2010 :  06:58:42  Show Profile  Visit Lady Fellshot's Homepage Send Lady Fellshot a Private Message  Reply with Quote
I think of the D&D rules as guidelines regardless of if they applied to novels or a game. It's far more important for things in the story to make sense and be plausible than to adhere to a fixed set of rules. Besides, there are no rules in D&D that cannot be bent, twisted and/or broken in the name of good storytelling or gameplay.

Rants and reviews that interest no one may be found here.
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Nicolai Withander
Master of Realmslore

Denmark
1093 Posts

Posted - 14 Nov 2010 :  03:25:49  Show Profile Send Nicolai Withander a Private Message  Reply with Quote
To me its not very important, but I find it, for my own sake, interesting to see if I can get the lvl of the character in the novel.

And as we all know is that they are extremely powerful, most of the time.

What I personally think is, that the write up of some of the characters like Elminster, Larloch and Simbul, should haave been made by looking at what they were capable of doing in the novels and not the other way around. That would ofc mean that they would have to be... 10-20 lvls higher, but hey they are so EXTREMELY powerful that it doesnt realy matter.

Hope Im making sence!
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Alystra Illianniis
Great Reader

USA
3750 Posts

Posted - 14 Nov 2010 :  03:38:16  Show Profile Send Alystra Illianniis a Private Message  Reply with Quote
Actually, I think they WERE. El and Simbul were both statted in FRCS book, and they were both pretty darn powerful and accurate in it. Srinshee's stats in Annotated Elmisnter were pretty amazing, too.

The Goddess is alive, and magic is afoot.

"Where Science ends, Magic begins" -Spiral, Uncanny X-Men #491

"You idiots! You've captured their STUNT doubles!" -Spaceballs

Lothir's character background/stats: http://forum.candlekeep.com/pop_profile.asp?mode=display&id=5469

My stories:
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Lothir, courtesy of Sylinde (Deviant Art)/Luaxena (Chosen of Eilistraee)
http://sylinde.deviantart.com/#/d2z6e4u
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Gavinfoxx
Learned Scribe

USA
132 Posts

Posted - 14 Nov 2010 :  09:37:00  Show Profile Send Gavinfoxx a Private Message  Reply with Quote
Eh, I was never impressed with El's stats in the 3.5 books. I liked his stats as a monster in 4e's Elminster Must Die little download thing, that was great...
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Diffan
Great Reader

USA
4470 Posts

Posted - 14 Nov 2010 :  14:29:16  Show Profile Send Diffan a Private Message  Reply with Quote
quote:
Originally posted by Gavinfoxx

Eh, I was never impressed with El's stats in the 3.5 books. I liked his stats as a monster in 4e's Elminster Must Die little download thing, that was great...



Totally agree with you there Gavinfoxx. Elminster's stats in v3.5 were soo...silly! I mean, his first 6 levels weren't even wizard. Why he has levels in fighter or rogue are beyond me (Yes, I've read Elminster: Making of a Mage). I guess it's because it grates on my Character-Optimization nerves.

But with his 4E stats...if he was a thief then give him thievery and Sneak attack +2d6 with combat advantage. If he was a cleric, then give him some healing capabilities 1/encounter. And the rest can be ALLL mage. Also, it's so easy to just plug in special spells and powers that work well with him. His "offical" stats are pretty decent, even if he is only a level 19 controller Solo.
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Markustay
Realms Explorer extraordinaire

USA
15724 Posts

Posted - 14 Nov 2010 :  18:49:23  Show Profile Send Markustay a Private Message  Reply with Quote
quote:
Originally posted by Lady Fellshot

I think of the D&D rules as guidelines regardless of if they applied to novels or a game. <snip>
BRAVO! {Insert clapping smiley here}

I was going to say EXACTLY this after reading Wooly's post (and agreeing with it). Story comes FIRST, regardless of what you are doing. Although many newer players tend to think of D&D in terms of 'winning', that's not what it was intended for. D&D was designed to entertain, and although it may have rules like a game, it should be thought more-of like a movie or novel (combined with a social situation, like a party).

Just enjoy it.

"I have never in my life learned anything from any man who agreed with me" --- Dudley Field Malone

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Erik Scott de Bie
Forgotten Realms Author

USA
4598 Posts

Posted - 15 Nov 2010 :  15:41:38  Show Profile  Visit Erik Scott de Bie's Homepage Send Erik Scott de Bie a Private Message  Reply with Quote
Well, from my perspective, the rules turn out most valuable when I'm determining what a character can pull off (particularly a wizard): can the character cast a massive fireball spell, or is that too high level? Can my wizard learn disintegrate?

Also, it's a handy tool to keep consistency going. Characters advance from book to book, but like Wooly's example, you wouldn't want a character who could sling distintegrate spells in one book suddenly having trouble with a fireball in the next book.

As 4e has characters with various powers, as well, it's more useful for making sure characters have a particular limit to the powers they can take. A specific level may not be necessary--I sometimes find it useful to write in terms of a character's tier (heroic, paragon, epic).

Cheers

Erik Scott de Bie

'Tis easier to destroy than to create.

Author of a number of Realms novels (GHOSTWALKER, DEPTHS OF MADNESS, and the SHADOWBANE series), contributor to the NEVERWINTER CAMPAIGN GUIDE and SHADOWFELL: GLOOMWROUGHT AND BEYOND, Twitch DM of the Dungeon Scrawlers, currently playing "The Westgate Irregulars"
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Bladewind
Master of Realmslore

Netherlands
1280 Posts

Posted - 15 Nov 2010 :  16:06:57  Show Profile Send Bladewind a Private Message  Reply with Quote
As far as my knowledge to the 4E ruleset goes (which is not far) I think the new ruleset allows more concise representations of novel characters.

Because of the daily/encounter/at will setup it works more smoothly the other way around aswell: a novel character low level wizard doesn't need to whip out a crossbow to blast his adversaries. This is a thing that should have been common in previous editions and that was avoided because that is a decidedly unwizardly and unheroic thing to describe in a Sword & Sorcery setting such as FR. Now a low level wizard can ve included in a story without player-readers crying foul.

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Alystra Illianniis
Great Reader

USA
3750 Posts

Posted - 16 Nov 2010 :  02:07:56  Show Profile Send Alystra Illianniis a Private Message  Reply with Quote
quote:
Originally posted by Diffan

quote:
Originally posted by Gavinfoxx

Eh, I was never impressed with El's stats in the 3.5 books. I liked his stats as a monster in 4e's Elminster Must Die little download thing, that was great...



Totally agree with you there Gavinfoxx. Elminster's stats in v3.5 were soo...silly! I mean, his first 6 levels weren't even wizard. Why he has levels in fighter or rogue are beyond me (Yes, I've read Elminster: Making of a Mage). I guess it's because it grates on my Character-Optimization nerves.




Those stats reflect his early years surviving as a thief and rebel fighter before he ever became a mage. It had nothing to do with character optimization, and everything to do with being true to his background. Elmisnter didn't start as a wizard, so why would all his levels BE wizard? If you notice, those levels of fighter and thief (incidentally, I think he was a non-sneak-attack dmg variant, since he seems to have tried to avoid killing) come BEFORE all the wizard levels. I thought the 3.5 stats reflected more of his actual background and abilities, as opposed to staying strictly within the wizard class capabilities. I'm pretty sure Ed knew what he was doing when he made El's 3.5 stats!

Edit: Net being stupid, did not register my post. Hate dial-up. That is all...

The Goddess is alive, and magic is afoot.

"Where Science ends, Magic begins" -Spiral, Uncanny X-Men #491

"You idiots! You've captured their STUNT doubles!" -Spaceballs

Lothir's character background/stats: http://forum.candlekeep.com/pop_profile.asp?mode=display&id=5469

My stories:
http://z3.invisionfree.com/Mickeys_Comic_Tavern/index.php?showforum=188

Lothir, courtesy of Sylinde (Deviant Art)/Luaxena (Chosen of Eilistraee)
http://sylinde.deviantart.com/#/d2z6e4u

Edited by - Alystra Illianniis on 16 Nov 2010 02:15:22
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Lady Fellshot
Senior Scribe

USA
379 Posts

Posted - 16 Nov 2010 :  05:14:43  Show Profile  Visit Lady Fellshot's Homepage Send Lady Fellshot a Private Message  Reply with Quote
quote:
Originally posted by Markustay

quote:
Originally posted by Lady Fellshot

I think of the D&D rules as guidelines regardless of if they applied to novels or a game. <snip>
BRAVO! {Insert clapping smiley here}

I was going to say EXACTLY this after reading Wooly's post (and agreeing with it). Story comes FIRST, regardless of what you are doing. Although many newer players tend to think of D&D in terms of 'winning', that's not what it was intended for. D&D was designed to entertain, and although it may have rules like a game, it should be thought more-of like a movie or novel (combined with a social situation, like a party).

Just enjoy it.



Sometimes it seems like people get into a player vs. DM mentality, that is really counter to what I've thought it supposed to be like. It's player vs <insert favorite bad guy of choice here>.

quote:
Originally posted by Erik Scott De Bie

Well, from my perspective, the rules turn out most valuable when I'm determining what a character can pull off (particularly a wizard): can the character cast a massive fireball spell, or is that too high level? Can my wizard learn disintegrate?


This is about the only time the rule book comes in handy, but it still seems like a secondary consideration to the demands of the character and the story.

quote:
Originally posted by Erik Scott De Bie

Also, it's a handy tool to keep consistency going. Characters advance from book to book, but like Wooly's example, you wouldn't want a character who could sling distintegrate spells in one book suddenly having trouble with a fireball in the next book.


That depends, were they hit with a feeblemind spell of perhaps got whacked on the noggin one too many times?

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skychrome
Senior Scribe

713 Posts

Posted - 16 Nov 2010 :  14:20:25  Show Profile  Visit skychrome's Homepage Send skychrome a Private Message  Reply with Quote
In general I like authors sticking more or less to the rules.
With "more or less" I mean:
-I like very much recognizing spells and game mecanics (and above all: lore!) when reading FR novels. I think thatīs the special grace about reading shared world novels set in a game setting.
-Game mechanics, spells etc should stick more or less to their original designs, however I am no bean counter who does not leave space for interpretation and some smaller changes.

"You make an intriguing offer, one that is very tempting. It would seem that I have little alternative than to answer thusly: DISINTEGRATE!" Vaarsuvius, Order of the Stick 625

Edited by - skychrome on 16 Nov 2010 14:22:44
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Acolyte Thirteen
Seeker

93 Posts

Posted - 16 Nov 2010 :  16:00:48  Show Profile  Visit Acolyte Thirteen's Homepage Send Acolyte Thirteen a Private Message  Reply with Quote
quote:
Originally posted by Markustay

In fact, I was actually slightly annoyed that they felt a need to change the rules just because Drizzt was breaking them. I'm sorry, but you can create a drow PC and steal the name, give him two magical swords and even find a Figurine of Wonderous Power, but guess what? You still aren't playing Drizzt Do'Urden.

I had assumed years ago that his unique relationship with Mielikki gave him a unique set of skills (call it a PrC in 3e). Note he doesn't cast Ranger spells - that's because she has granted him other powers which simulate the drow abilities he has lost.

Psuedo-rant over.



What game rules were changed as a result of Drizzt's popularity?
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Austin the Archmage
Seeker

USA
57 Posts

Posted - 25 Dec 2014 :  14:21:30  Show Profile Send Austin the Archmage a Private Message  Reply with Quote
Personally, I like it when the authors at least loosely follow the rules. I don't expect them to break out the dice every time they write a battle scene (That sounds like it'd be a fun writing exercise, though) but if they're characters who have stats, then I'd like what they can do to fall somewhat in line with their profile. When someone casts a spell, I'd rather it'd be an indentifiable spell instead of a vague magical effect.

I understand why it would limit the writers to always account for the rules in their stories. The plot has to unfold the way the writer wants it to, and that could be difficult if they always had to follow the rules.

You know what I think would be cool? A novel series intentionally written to show a group of characters' progression from level one to higher levels. Each book could end in stat write up showing how the characters have advanced and the next book could incorporate the feats, skills, items and whatnot they gained in the previous story. Closest thing I can think of to something like that is The Dresden Files, where in each book the stakes are slightly higher than they were last time, and you can see clear increases in the main character's abilities.

Edited by - Austin the Archmage on 25 Dec 2014 14:31:28
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BEAST
Master of Realmslore

USA
1714 Posts

Posted - 25 Dec 2014 :  19:20:51  Show Profile  Visit BEAST's Homepage Send BEAST a Private Message  Reply with Quote
quote:
Originally posted by Lady Fellshot

Sometimes it seems like people get into a player vs. DM mentality, that is really counter to what I've thought it supposed to be like. It's player vs <insert favorite bad guy of choice here>.

More scroll necromancy. We are a regular bunch of liches around here, aren't we?

When I read through all the old posts on this scroll, my thought was summarized in the bold part of the above quote.

And that got me to thinking something else. What if Realms fiction were crafted so that the PCs and goodly NPCs were the ones who had to follow the rules, but the evil NPCs were the ones who regularly got away with going far beyond the rules? For the sake of drama and all that jazz, writers could really ramp up the conflict with rules-bending baddies, while simultaneously being confined within the rules to juggle all of the abilities of the members of the party to overcome that baddie. It would be the best of both worlds: rules-bending for baddies, and rules-mongering for goodies.

"'You don't know my history,' he said dryly."
--Drizzt Do'Urden (The Pirate King, Part 1: Chapter 2)

<"Comprehensive Chronology of R.A. Salvatore Forgotten Realms Works">
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BEAST
Master of Realmslore

USA
1714 Posts

Posted - 25 Dec 2014 :  19:23:58  Show Profile  Visit BEAST's Homepage Send BEAST a Private Message  Reply with Quote
quote:
Originally posted by Austin the Archmage

You know what I think would be cool? A novel series intentionally written to show a group of characters' progression from level one to higher levels. Each book could end in stat write up showing how the characters have advanced and the next book could incorporate the feats, skills, items and whatnot they gained in the previous story. Closest thing I can think of to something like that is The Dresden Files, where in each book the stakes are slightly higher than they were last time, and you can see clear increases in the main character's abilities.

That sounds video-gamish. Stat summaries at the end of each chapter, or major encounter. I'm not criticizing or dismissing--just pointing out the similarity in my mind.

"'You don't know my history,' he said dryly."
--Drizzt Do'Urden (The Pirate King, Part 1: Chapter 2)

<"Comprehensive Chronology of R.A. Salvatore Forgotten Realms Works">
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