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"Run away! Run away!" ... what if they don't?
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<blockquote data-quote="ExploderWizard" data-source="post: 7450459" data-attributes="member: 66434"><p>Adventuring is dangerous. If death is not an actual possibility then it wouldn't be dangerous. Part of the problem is player expectations and the design of the game. If the game communicates that players are supposed to portray big damn heroes and game play represents creating stories about how they kick monster butt with style and panache then of course there will be an expectation that challenges are to be faced and that no threat cannot overcome because.....HEROES! </p><p></p><p>That is the offering that the current game defaults to. If the DM does not intend for this to be the case, it must be clearly communicated at the start of the campaign. Once campaign assumptions and expectations are understood by all, decisions can be made in the proper context. </p><p></p><p>A game's mechanics will also drive play decisions. With a focus on short duration encounter-centric effects the approach to play shifts from strategic to a tactical one. There is very little that cannot be cured by a good nights sleep so most resource concerns are based around the adventuring day. The consequences of engaging in frequent deadly combat are hand-waved away in favor of expeditious game play. With a base assumption that the bulk of experience points comes from winning encounters, and the more difficult encounters providing the most experience, avoiding difficult encounters is counterproductive. </p><p></p><p>With those realities of play in effect there is little that players can be told that will change play style. The only thing that teaches players anything is what works and what doesn't work via trial and error. In other words, it isn't enough to explain that things work differently in your campaign, you have show them through play. In simpler terms- the deaths will continue until play improves.</p></blockquote><p></p>
[QUOTE="ExploderWizard, post: 7450459, member: 66434"] Adventuring is dangerous. If death is not an actual possibility then it wouldn't be dangerous. Part of the problem is player expectations and the design of the game. If the game communicates that players are supposed to portray big damn heroes and game play represents creating stories about how they kick monster butt with style and panache then of course there will be an expectation that challenges are to be faced and that no threat cannot overcome because.....HEROES! That is the offering that the current game defaults to. If the DM does not intend for this to be the case, it must be clearly communicated at the start of the campaign. Once campaign assumptions and expectations are understood by all, decisions can be made in the proper context. A game's mechanics will also drive play decisions. With a focus on short duration encounter-centric effects the approach to play shifts from strategic to a tactical one. There is very little that cannot be cured by a good nights sleep so most resource concerns are based around the adventuring day. The consequences of engaging in frequent deadly combat are hand-waved away in favor of expeditious game play. With a base assumption that the bulk of experience points comes from winning encounters, and the more difficult encounters providing the most experience, avoiding difficult encounters is counterproductive. With those realities of play in effect there is little that players can be told that will change play style. The only thing that teaches players anything is what works and what doesn't work via trial and error. In other words, it isn't enough to explain that things work differently in your campaign, you have show them through play. In simpler terms- the deaths will continue until play improves. [/QUOTE]
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Community
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"Run away! Run away!" ... what if they don't?
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