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"The so-called '5-Minute Workday' is Something I've Seen Regularly Playing 5E D&D" (a poll)
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<blockquote data-quote="Luceilia" data-source="post: 8702362" data-attributes="member: 7036882"><p>This relatively checks out, but I'm a bit conflicted.</p><p></p><p>It's talking about how advancement shouldn't be allowed too quickly, as in the GM can't be allowing too much loot too quickly to blitz the PCs through the character levels. It doesn't seem to be specifically emphasizing danger but moreso pacing.</p><p></p><p>That being said, it makes sense a wargame adaptation with character avatars would be built on a culture of throwing game pieces to the hands of fate.</p><p></p><p></p><p>Dangerous perils are relative. Anything that can kill you is a dangerous peril, even if you're far more likely to overcome it. But this is still old school, so you're probably right.</p><p></p><p></p><p>I don't see high risk anywhere in this. Risk yes, but there's zero quantifiers here.</p><p></p><p></p><p>Certainly for older editions at least but I have to ask... How does one successfully immerse themselves in such an environment?</p><p></p><p>I've played two somewhat similar campaigns (3rd edition with older with self ascribed AD&D GMs) and got two different miserable experiences.</p><p></p><p>In one, the GM was a master of the 'balancing encounters and probably secretly fudging the dice' style, bringing us to the brink of death time and time again. I got literal stress sickness from that campaign, from dreading the next combat and whether or not I would die, or worse be captured by some foul beast with vile intent. I kept coming because my character had a great relationship with the other characters (and the group was cool too) and was determined to see through the quest, but the kiss of death- albeit painful- was sweet relief from my suffering.</p><p></p><p>The other was a bit of a meatgrinder, mild by Old School standards but somebody was dying about once or twice a level. Watching my friends all die infront of me, powerless to stop it. Suffering the cold and clammy claws of death and having to try to resonate with another character... By my third character I was completely deadened, numb and bored out of my mind because I had no connection to anything. All I had was a video game character I was trying to get to survive, but all I could see for this detached and meaningless character was death and despair.</p><p></p><p></p><p></p><p>Do you want to die? Do you want to watch your friends die?</p><p></p><p>There needs to be an element of risk, a possibility of death but I want it low.</p><p></p><p>If I wanted that experience I would play a horror game as a one shot.</p><p></p><p></p><p>Close. I want enough risk to add a little spice, but low enough any death will be RARE and meaningful.</p><p></p><p>Nothing wrong with your style of course, but yeah I think I would probably be unhappy at your table for more than a session or two based on this conversation....</p><p></p><p></p><p></p><p>Ok, <em>WHAT?</em></p><p></p><p>A 10% chance of failure is huge!</p><p></p><p>Statistically if you roll a d10 ten times you're going to fail.</p><p></p><p>Who in the world would accept those odds? 10% chance for a vehicle failure. 10% chance of severe medicine side effects, 10% chance of prison? Those are horrible odds.</p><p></p><p></p><p></p><p>It does indeed take all kinds. Thank you for your time indulging me here <3</p><p></p><p><strong>EDIT:</strong> fixed formatting</p></blockquote><p></p>
[QUOTE="Luceilia, post: 8702362, member: 7036882"] This relatively checks out, but I'm a bit conflicted. It's talking about how advancement shouldn't be allowed too quickly, as in the GM can't be allowing too much loot too quickly to blitz the PCs through the character levels. It doesn't seem to be specifically emphasizing danger but moreso pacing. That being said, it makes sense a wargame adaptation with character avatars would be built on a culture of throwing game pieces to the hands of fate. Dangerous perils are relative. Anything that can kill you is a dangerous peril, even if you're far more likely to overcome it. But this is still old school, so you're probably right. I don't see high risk anywhere in this. Risk yes, but there's zero quantifiers here. Certainly for older editions at least but I have to ask... How does one successfully immerse themselves in such an environment? I've played two somewhat similar campaigns (3rd edition with older with self ascribed AD&D GMs) and got two different miserable experiences. In one, the GM was a master of the 'balancing encounters and probably secretly fudging the dice' style, bringing us to the brink of death time and time again. I got literal stress sickness from that campaign, from dreading the next combat and whether or not I would die, or worse be captured by some foul beast with vile intent. I kept coming because my character had a great relationship with the other characters (and the group was cool too) and was determined to see through the quest, but the kiss of death- albeit painful- was sweet relief from my suffering. The other was a bit of a meatgrinder, mild by Old School standards but somebody was dying about once or twice a level. Watching my friends all die infront of me, powerless to stop it. Suffering the cold and clammy claws of death and having to try to resonate with another character... By my third character I was completely deadened, numb and bored out of my mind because I had no connection to anything. All I had was a video game character I was trying to get to survive, but all I could see for this detached and meaningless character was death and despair. Do you want to die? Do you want to watch your friends die? There needs to be an element of risk, a possibility of death but I want it low. If I wanted that experience I would play a horror game as a one shot. Close. I want enough risk to add a little spice, but low enough any death will be RARE and meaningful. Nothing wrong with your style of course, but yeah I think I would probably be unhappy at your table for more than a session or two based on this conversation.... Ok, [I]WHAT?[/I] A 10% chance of failure is huge! Statistically if you roll a d10 ten times you're going to fail. Who in the world would accept those odds? 10% chance for a vehicle failure. 10% chance of severe medicine side effects, 10% chance of prison? Those are horrible odds. It does indeed take all kinds. Thank you for your time indulging me here <3 [B]EDIT:[/b] fixed formatting [/QUOTE]
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