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<blockquote data-quote="I'm A Banana" data-source="post: 5921568" data-attributes="member: 2067"><p>I know we've all got our preconceived notions and idealized game-runs bumping around in our brains. From "No save or die!" to "Fighters must have powers!" to "Wizards can't have at-wills!", we've all got stakes in the sand.</p><p></p><p>And I know we're all hopeless tinkerers and engineers. We all can see what new characters we can make and what new experiences we can have and what new monsters we can engineer.</p><p></p><p>But as we're playtesting, I'd like us to, if possible, keep something in mind:</p><p></p><p>We're playtesting the thing in front of us as it is.</p><p></p><p>Run it.</p><p></p><p>As it is.</p><p></p><p>Put aside your philosophies and ideals and tinkering tools for a moment, and see what happens when you run it as it is presented. Imagine this is the first time you've ever run a pen-and-paper game. See what happens. </p><p></p><p>That's going to be the most useful feedback. If we can describe not what we'd like to see or what we might think is best, but if we can describe <em>actual play experiences we've had with the actual rules in front of us</em>. </p><p></p><p>We can bring back in our philosophies and our tinkering at some later point. Keep them, but keep them in the back of your mind. </p><p></p><p>Let the rules be what they are. Judge them for what they are, and the experience they deliver. Don't hold them up to the ideal in your head. Hold them up to the clear light of day. Do science to them. Explore them. Use them. Then digest your reactions to the actual play.</p><p></p><p>I know it's tough. And I know that the first page of this thread will have people saying "No, shut up KM." <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" /> But I really think the best thing we can do is be objective about our actual experiences, not evangelistic about what we hope to experience.</p><p></p><p>We'd all like to run our own awesome D&D Games. But, do you see that game in front of you?</p><p></p><p>Run it.</p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 5921568, member: 2067"] I know we've all got our preconceived notions and idealized game-runs bumping around in our brains. From "No save or die!" to "Fighters must have powers!" to "Wizards can't have at-wills!", we've all got stakes in the sand. And I know we're all hopeless tinkerers and engineers. We all can see what new characters we can make and what new experiences we can have and what new monsters we can engineer. But as we're playtesting, I'd like us to, if possible, keep something in mind: We're playtesting the thing in front of us as it is. Run it. As it is. Put aside your philosophies and ideals and tinkering tools for a moment, and see what happens when you run it as it is presented. Imagine this is the first time you've ever run a pen-and-paper game. See what happens. That's going to be the most useful feedback. If we can describe not what we'd like to see or what we might think is best, but if we can describe [I]actual play experiences we've had with the actual rules in front of us[/I]. We can bring back in our philosophies and our tinkering at some later point. Keep them, but keep them in the back of your mind. Let the rules be what they are. Judge them for what they are, and the experience they deliver. Don't hold them up to the ideal in your head. Hold them up to the clear light of day. Do science to them. Explore them. Use them. Then digest your reactions to the actual play. I know it's tough. And I know that the first page of this thread will have people saying "No, shut up KM." ;) But I really think the best thing we can do is be objective about our actual experiences, not evangelistic about what we hope to experience. We'd all like to run our own awesome D&D Games. But, do you see that game in front of you? Run it. [/QUOTE]
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