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General Tabletop Discussion
*TTRPGs General
Adventure Paths, Sandboxes- What is the Middle Ground?
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<blockquote data-quote="ExploderWizard" data-source="post: 4943204" data-attributes="member: 66434"><p>It would be hard to make such a product in a way that would survive contact with players. Different player types react to adventures in a variety of ways. A lot of game groups have multiple player types in the mix. This makes pre-written material even harder to use "as written".</p><p> </p><p>Player Types:</p><p> </p><p>Very Casual- These players play primarily to just hang out and socialize. They often forget dice, character sheets, etc. They go with the flow and don't really care if they are railroaded as long as they have a good time with thier friends. Involved plots that require these players to remember anything from one session to the next are completely wasted. </p><p> </p><p>Casual- A casual player is a bit more into the game than the very casual player but not enough to pick up adventure hooks that are less obvious than a club to the head. They will remember major stuff that happened but subtle details will be forgotten and thus shouldn't be relied upon.</p><p> </p><p>Engaged- Engaged players tend to pay attention to events in the game world making more subtle clues and hooks more feasible. They will sometimes take notes and generally be able to follow major and minor campaign events from session to session. At this level, the player will also be more likely to think about game events between sessions and actually do stuff like update thier character upon gaining a level while away from the table!!<img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite9" alt=":eek:" title="Eek! :eek:" loading="lazy" data-shortname=":eek:" /> </p><p> </p><p>Sewious- The sewious players are the die hards. They will put a lot of effort into the details of thier characters (This could be mechanical or personality trait related depending on the power gaming preferences of the individual). Detailed notes will be kept and DM's need to pay close attention to consistency! The smith was named Brad when the players visited town, the DM better not call him Jack when the players see him again!! Minor details will be remembered with exacting clarity making the slightest hints sure to be investigated at some point. </p><p> </p><p>A lot of groups have multiple player types which makes pre-written adventure selection difficult. What if you buy a kick ass mega module loaded with cool detail and intrigue then your sewious player has to drop out for RL issues and you are stuck with a group of casuals? Suddenly that cool adventure isn't looking so good. </p><p> </p><p>This is why I like story light, location based simple adventures the most as published products. Complexity and depth can be added per the needs of the group. It takes a bit more work to untangle a complex adventure and by the time you do, the cost per page of the parts you use might be too steep.</p></blockquote><p></p>
[QUOTE="ExploderWizard, post: 4943204, member: 66434"] It would be hard to make such a product in a way that would survive contact with players. Different player types react to adventures in a variety of ways. A lot of game groups have multiple player types in the mix. This makes pre-written material even harder to use "as written". Player Types: Very Casual- These players play primarily to just hang out and socialize. They often forget dice, character sheets, etc. They go with the flow and don't really care if they are railroaded as long as they have a good time with thier friends. Involved plots that require these players to remember anything from one session to the next are completely wasted. Casual- A casual player is a bit more into the game than the very casual player but not enough to pick up adventure hooks that are less obvious than a club to the head. They will remember major stuff that happened but subtle details will be forgotten and thus shouldn't be relied upon. Engaged- Engaged players tend to pay attention to events in the game world making more subtle clues and hooks more feasible. They will sometimes take notes and generally be able to follow major and minor campaign events from session to session. At this level, the player will also be more likely to think about game events between sessions and actually do stuff like update thier character upon gaining a level while away from the table!!:eek: Sewious- The sewious players are the die hards. They will put a lot of effort into the details of thier characters (This could be mechanical or personality trait related depending on the power gaming preferences of the individual). Detailed notes will be kept and DM's need to pay close attention to consistency! The smith was named Brad when the players visited town, the DM better not call him Jack when the players see him again!! Minor details will be remembered with exacting clarity making the slightest hints sure to be investigated at some point. A lot of groups have multiple player types which makes pre-written adventure selection difficult. What if you buy a kick ass mega module loaded with cool detail and intrigue then your sewious player has to drop out for RL issues and you are stuck with a group of casuals? Suddenly that cool adventure isn't looking so good. This is why I like story light, location based simple adventures the most as published products. Complexity and depth can be added per the needs of the group. It takes a bit more work to untangle a complex adventure and by the time you do, the cost per page of the parts you use might be too steep. [/QUOTE]
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