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Resting and the frikkin' Elephant in the Room
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<blockquote data-quote="Sadras" data-source="post: 7206433" data-attributes="member: 6688277"><p>To be fair, you said you have not read the module, but just to let you know the PCs do interact with the Watch and the Flaming Fist quite a lot in the adventure. It is not just a throwaway line. How and why the city changes is critical for decision making purposes within the adventure.</p><p></p><p></p><p></p><p>Perhaps this is where we are having the disconnect, it might just be a difference in playstyles. At our table we expect the game world to react naturally to threats in the fiction. It is very much integral to the immersive experience for us. Wandering monsters and/or the deadliness of encounters is not something believed to happen in a vaccuum with the PCs and to just be purely a gaming mechanic to assist with level increases.</p><p></p><p>Similarly time plays a large role. I'm currently running the ToD storyline as the main storyline and in the background other issues pop us well (LofCS, OotA and homebrew adventures). The players make conscious decisions about what threat they wish to respond to, while the world around them changes. </p><p>The adventure/threats do not stop because they are not available. Bad things happen because they did or did not pursue something. I have a rolled out timeline. The spotlight is not on them alone. So increasing the deadliness of encounters will affect my world.</p><p></p><p>So when you say "That is YOUR job" - at our table that breaks immersion. They prefer a living breathing world, not a static environment that does not change because everything rests on the PCs shoulders.</p><p> </p><p></p><p></p><p>It really is not a specific example, but again it might very much be a difference in playstyles. It can only be this after so many posts of so many of us not seeing eye to eye on the matter. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /> </p><p></p><p>From what I have seen from posters, my style is closer to Lanefans. Where the PCs are not centre stage, they do not exist in a bubble, they are just another cog in the world.</p><p></p><p>I hope I've been clear in the above. I'm happy should you want to continue the conversation, but from my perspective I earnestly believe the main disconnect that exists between the parties in this latter part of the thread are a difference in playstyles catering to a different audience/table. A feature and bug in our debates. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" /></p></blockquote><p></p>
[QUOTE="Sadras, post: 7206433, member: 6688277"] To be fair, you said you have not read the module, but just to let you know the PCs do interact with the Watch and the Flaming Fist quite a lot in the adventure. It is not just a throwaway line. How and why the city changes is critical for decision making purposes within the adventure. Perhaps this is where we are having the disconnect, it might just be a difference in playstyles. At our table we expect the game world to react naturally to threats in the fiction. It is very much integral to the immersive experience for us. Wandering monsters and/or the deadliness of encounters is not something believed to happen in a vaccuum with the PCs and to just be purely a gaming mechanic to assist with level increases. Similarly time plays a large role. I'm currently running the ToD storyline as the main storyline and in the background other issues pop us well (LofCS, OotA and homebrew adventures). The players make conscious decisions about what threat they wish to respond to, while the world around them changes. The adventure/threats do not stop because they are not available. Bad things happen because they did or did not pursue something. I have a rolled out timeline. The spotlight is not on them alone. So increasing the deadliness of encounters will affect my world. So when you say "That is YOUR job" - at our table that breaks immersion. They prefer a living breathing world, not a static environment that does not change because everything rests on the PCs shoulders. It really is not a specific example, but again it might very much be a difference in playstyles. It can only be this after so many posts of so many of us not seeing eye to eye on the matter. :) From what I have seen from posters, my style is closer to Lanefans. Where the PCs are not centre stage, they do not exist in a bubble, they are just another cog in the world. I hope I've been clear in the above. I'm happy should you want to continue the conversation, but from my perspective I earnestly believe the main disconnect that exists between the parties in this latter part of the thread are a difference in playstyles catering to a different audience/table. A feature and bug in our debates. ;) [/QUOTE]
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