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[Very Long] Combat as Sport vs. Combat as War: a Key Difference in D&D Play Styles...
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<blockquote data-quote="Crazy Jerome" data-source="post: 5828190" data-attributes="member: 54877"><p>Well, the earlier versions had the opposite problem. There idea was more, "Let's take the kindergarden class to the mill and let them play for the day. What could possibly go wrong?" <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite8" alt=":D" title="Big grin :D" loading="lazy" data-shortname=":D" /></p><p> </p><p>How the groups reacted to that determined what they learned and got out of it--or what their comfort zone turned into. In our case, we started playing Basic/Expert, me running, five players, and had an absolutely brutal, party flees in disorder, TPK in less than an hour. I had about 30 seconds of silence where I was thinking, "Darn, I really wanted this to work, and now I've blown it. Guess we'll go back to playing Risk." Then the players looked at each other, and one of them said, "That was so cool." "Yeah, especially that part where the kobold hit you with spears and you fell in the pit." "Well I liked when the green slime ate your magic user." "Let's roll up new characters and try again!" </p><p> </p><p>Some of this effect the early versions got by accident. They didn't need the advice for getting the party into holes--or handing them shovels--becauses gaps in the rules ensured that there were plenty of holes and shovels to go around.</p></blockquote><p></p>
[QUOTE="Crazy Jerome, post: 5828190, member: 54877"] Well, the earlier versions had the opposite problem. There idea was more, "Let's take the kindergarden class to the mill and let them play for the day. What could possibly go wrong?" :D How the groups reacted to that determined what they learned and got out of it--or what their comfort zone turned into. In our case, we started playing Basic/Expert, me running, five players, and had an absolutely brutal, party flees in disorder, TPK in less than an hour. I had about 30 seconds of silence where I was thinking, "Darn, I really wanted this to work, and now I've blown it. Guess we'll go back to playing Risk." Then the players looked at each other, and one of them said, "That was so cool." "Yeah, especially that part where the kobold hit you with spears and you fell in the pit." "Well I liked when the green slime ate your magic user." "Let's roll up new characters and try again!" Some of this effect the early versions got by accident. They didn't need the advice for getting the party into holes--or handing them shovels--becauses gaps in the rules ensured that there were plenty of holes and shovels to go around. [/QUOTE]
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[Very Long] Combat as Sport vs. Combat as War: a Key Difference in D&D Play Styles...
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