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How hard should a game be?
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<blockquote data-quote="DMZ2112" data-source="post: 6223861" data-attributes="member: 78752"><p><span style="color: #000000">Short answer: <em>Easier than mothereffing <a href="http://boardgamegeek.com/boardgame/71671/yggdrasil" target="_blank">Yggdrasil</a>.</em></span></p><p><span style="color: #000000"></span></p><p><span style="color: #000000">Longer answer: Every encounter with the enemy, however they are represented, should be characterized by concern. Not fear, and definitely not paralysis. Players should be able to overcome the challenges they face with a reasonable amount of discussion and careful action. TPKs should be viewed as a mistake, either on the part of the dungeon master for poorly balancing their campaign, or on the part of the players for not engaging in discussion or acting recklessly. </span></p><p><span style="color: #000000"></span></p><p><span style="color: #000000">The second part of Scorpio616's question should not increase difficulty in a functioning gaming group. Lack of skill at a game should never make a scenario impossible; when a group of players becomes too skilled for the baseline game to present a challenge that skill should be offset through the use of advanced rules. When skill is required and individuals at the table cannot bring it to bear, in the worst case the dungeon master or a proactive player should act as a guide to less experienced players, and in the best case providing such guidance is the shared responsibility of all players.</span></p><p><span style="color: #000000"></span></p><p><span style="color: #000000">Challenge and risk are what make games fun, but the operative word is /fun/. Games are a journey. Overcoming challenge should be enjoyable and rewarding in and of itself.</span></p></blockquote><p></p>
[QUOTE="DMZ2112, post: 6223861, member: 78752"] [COLOR=#000000]Short answer: [I]Easier than mothereffing [URL="http://boardgamegeek.com/boardgame/71671/yggdrasil"]Yggdrasil[/URL].[/I] Longer answer: Every encounter with the enemy, however they are represented, should be characterized by concern. Not fear, and definitely not paralysis. Players should be able to overcome the challenges they face with a reasonable amount of discussion and careful action. TPKs should be viewed as a mistake, either on the part of the dungeon master for poorly balancing their campaign, or on the part of the players for not engaging in discussion or acting recklessly. The second part of Scorpio616's question should not increase difficulty in a functioning gaming group. Lack of skill at a game should never make a scenario impossible; when a group of players becomes too skilled for the baseline game to present a challenge that skill should be offset through the use of advanced rules. When skill is required and individuals at the table cannot bring it to bear, in the worst case the dungeon master or a proactive player should act as a guide to less experienced players, and in the best case providing such guidance is the shared responsibility of all players. Challenge and risk are what make games fun, but the operative word is /fun/. Games are a journey. Overcoming challenge should be enjoyable and rewarding in and of itself.[/COLOR] [/QUOTE]
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