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Gaming session lessons: why moving slow is important all the time, and the kid learns kiting
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<blockquote data-quote="iserith" data-source="post: 6543501" data-attributes="member: 97077"><p>I like the foreshadowing because it creates (good) tension and allows players to put two and two together over time. In my experience, this creates a greater sense of satisfaction in the players.</p><p></p><p>Your example above is not something I would consider a good practice. If it's no different than anything else they've already come across, then it's simply not notable. I describe things that are notable with the assumption of reasonable competence on the part of the adventurers. Perhaps instead that pile of carcasses is significantly larger than what they've seen before or more thoroughly picked clean or suspiciously free of any kind of putrid smell or there's a large four-toed footprint in the mud near it, partially filling with water. Now, "What do you do?" There may be no encounter here whatsoever. It might simply be an opportunity to explore.</p><p></p><p></p><p></p><p>In my experience, this is not how it plays out. Really, I <em>want</em> the players to be "on alert" in the sense that they're paying attention to their surroundings and interacting with them in meaningful ways. As well, not every description of an environment results in an encounter (see above). Further, even if the players are engaged in metagame thinking, I'm okay with that so long as they take actions in the game to verify their assumptions. Metagame thinking is only a problem when a player's expectation turns out to be wrong in a dissatisfying way, such as when they assume an encounter is "level appropriate" then proceed to get their ass kicked (see DMG, page 235). But that's on the player. I can't control how other people think or how they make decisions for their characters. I can only provide them with opportunities to engage with the three pillars of the game as they see fit.</p><p></p><p>Good discussion, thanks.</p></blockquote><p></p>
[QUOTE="iserith, post: 6543501, member: 97077"] I like the foreshadowing because it creates (good) tension and allows players to put two and two together over time. In my experience, this creates a greater sense of satisfaction in the players. Your example above is not something I would consider a good practice. If it's no different than anything else they've already come across, then it's simply not notable. I describe things that are notable with the assumption of reasonable competence on the part of the adventurers. Perhaps instead that pile of carcasses is significantly larger than what they've seen before or more thoroughly picked clean or suspiciously free of any kind of putrid smell or there's a large four-toed footprint in the mud near it, partially filling with water. Now, "What do you do?" There may be no encounter here whatsoever. It might simply be an opportunity to explore. In my experience, this is not how it plays out. Really, I [I]want[/I] the players to be "on alert" in the sense that they're paying attention to their surroundings and interacting with them in meaningful ways. As well, not every description of an environment results in an encounter (see above). Further, even if the players are engaged in metagame thinking, I'm okay with that so long as they take actions in the game to verify their assumptions. Metagame thinking is only a problem when a player's expectation turns out to be wrong in a dissatisfying way, such as when they assume an encounter is "level appropriate" then proceed to get their ass kicked (see DMG, page 235). But that's on the player. I can't control how other people think or how they make decisions for their characters. I can only provide them with opportunities to engage with the three pillars of the game as they see fit. Good discussion, thanks. [/QUOTE]
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