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Games People Play: Looking at the Gaming Aspects of D&D
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<blockquote data-quote="mamba" data-source="post: 8987395" data-attributes="member: 7034611"><p>if you want to be perfect yes, but you can figure out great combos for your party without taking the enemy into account and they will work most of the time. You can figure out tactics and know which to use when without knowing the map in advance.</p><p></p><p>This gets you 90% of the way, the last 10% require cheating, but they also are not needed. If I had a feeling my players read the adventure in advance to get an advantage, I’d have a talk and if that does not help then either that player has to leave or I will change things sufficiently that things are different enough.</p><p></p><p></p><p>not sure how that removes anything, also if you have a rough idea (which you probably get over the course of the adventure) that is enough, you should not know that stat block</p><p></p><p></p><p>so what, you can still act with intentionality in the situation. Do you think explorers know every minute detail in advance (these days maybe, but think back 200 years).</p><p></p><p>Do you think Marco Polo or Cortez had a map of the lands they would go to and knew what they would encounter? Improvisation is a large part of this</p><p></p><p></p><p>it makes no difference, realistically you would have no way of knowing and as far as I am concerned you <strong>should not know</strong></p><p></p><p>You seem to treat this like a puzzle with an optimal solution and given all the information it just might be, but then it stops being a game to me and the actual game is arriving at your optimal solution before you even begin playing. You turn a game into the equivalent of a crossword puzzle, no thanks</p></blockquote><p></p>
[QUOTE="mamba, post: 8987395, member: 7034611"] if you want to be perfect yes, but you can figure out great combos for your party without taking the enemy into account and they will work most of the time. You can figure out tactics and know which to use when without knowing the map in advance. This gets you 90% of the way, the last 10% require cheating, but they also are not needed. If I had a feeling my players read the adventure in advance to get an advantage, I’d have a talk and if that does not help then either that player has to leave or I will change things sufficiently that things are different enough. not sure how that removes anything, also if you have a rough idea (which you probably get over the course of the adventure) that is enough, you should not know that stat block so what, you can still act with intentionality in the situation. Do you think explorers know every minute detail in advance (these days maybe, but think back 200 years). Do you think Marco Polo or Cortez had a map of the lands they would go to and knew what they would encounter? Improvisation is a large part of this it makes no difference, realistically you would have no way of knowing and as far as I am concerned you [B]should not know[/B] You seem to treat this like a puzzle with an optimal solution and given all the information it just might be, but then it stops being a game to me and the actual game is arriving at your optimal solution before you even begin playing. You turn a game into the equivalent of a crossword puzzle, no thanks [/QUOTE]
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Games People Play: Looking at the Gaming Aspects of D&D
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