Piperdog wrote:Well, while I enjoy set 2's new options, i really don't like the exploration or roleplaying stunts, as those are all things I want to see actually roleplayed by the characters. I think a good roll, a creative player, and a talented storyteller can and do regularly have all those conditions occur without the necessity of having them listed as stunts on a chart. Each to their own I guess.
I think this is a fair point. But nothing prevents you from having the cake and eat it too! You could easily run your game in such a way that good roleplaying and smart ideas allow you to pull off stunts, just like you're used to, but that rolling dice and getting stunt points allow you to pull off
even more stunts.
This is especially good in cases where you simply can't find a good roleplaying angle, where you doesn't feel inspired right now, or for those players that simply are a bit shy.
Having things encoded in rules, together with conditions for their use, tend to make people think that is the only legit way to do these things.
And for combat stunts, I guess for most people that is perfectly reasonable. What's the point of trying to go up in levels and become a better warrior if you can just "roleplay" a stunt taking out all your enemies at once? Many games, AGE included, make it a point of leaving combat to the rules.
But in roleplaying and exploration, it doesn't need to be this way. It doesn't need to be "a game within the game". To me, it seems perfectly reasonable to use RP and Explo stunts
in addition to plain old good roleplaying.
After all, in scenarios of these types, there can only be more winners with more cool ways of doing stuff. In fact, what starts out as a "mere" dice-generated stunt can well turn into a major rp session, simply by the group's need to explain what the frack just happened; something that never would occur if you "only" use roleplaying to resolve such a scenario.
