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<blockquote data-quote="Tony Vargas" data-source="post: 7467795" data-attributes="member: 996"><p>It's not that bad to give the players the sense that you're trying to win, if you can pull it off, <em>while actually not winning all the time</em>. Because, really, the DM decides when the players will win or lose, but the game is more fun if the players feel like they're actions are directly responsible for their PCs' victories. </p><p></p><p> It's clearly an edge, making it easier for Team Monster to coordinate their actions. But, the DM is running a bunch of monsters and adjudicating all the PCs actions, so he's /harried/, while each player can focus on making the best tactical decisions for his character - so, in a way, it kinda works out.</p><p></p><p> Nod. That's the sort of a gentlemen's' aggro that was a staple in many campaigns back in the day - the melee-bruiser-type monsters would preferentially attack 'the strongest looking' character in the party. It saved the casters (tactically the prime targets, and vulnerable), and kept the fighters from feeling useless - put-upon, often dropped, & occasionally dead, but not useless. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" /> </p><p></p><p> Apparently it's more important that the fighter be 'simple' than have actual mechanisms to protect his buddies like he's supposed to, so, yeah, we've been compensating for it the whole time.</p><p></p><p> This is good because it telegraphs the monsters' tactics, the player's may have a chance to act on that, and the gang-up won't come as a shock...</p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 7467795, member: 996"] It's not that bad to give the players the sense that you're trying to win, if you can pull it off, [i]while actually not winning all the time[/i]. Because, really, the DM decides when the players will win or lose, but the game is more fun if the players feel like they're actions are directly responsible for their PCs' victories. It's clearly an edge, making it easier for Team Monster to coordinate their actions. But, the DM is running a bunch of monsters and adjudicating all the PCs actions, so he's /harried/, while each player can focus on making the best tactical decisions for his character - so, in a way, it kinda works out. Nod. That's the sort of a gentlemen's' aggro that was a staple in many campaigns back in the day - the melee-bruiser-type monsters would preferentially attack 'the strongest looking' character in the party. It saved the casters (tactically the prime targets, and vulnerable), and kept the fighters from feeling useless - put-upon, often dropped, & occasionally dead, but not useless. ;) Apparently it's more important that the fighter be 'simple' than have actual mechanisms to protect his buddies like he's supposed to, so, yeah, we've been compensating for it the whole time. This is good because it telegraphs the monsters' tactics, the player's may have a chance to act on that, and the gang-up won't come as a shock... [/QUOTE]
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