Campbell
Relaxed Intensity
@FrogReaver
The two biggest ways that D&D family games have historically gotten in the way mechanically for the types of games I like to run are the daily attrition model and how specialized characters tend to be.
To get players to that place where they really feel the pinch you generally have to put a significant amount of effort into pacing the adventuring day in some way. That can be in the form of wandering monster checks or just how you stock locations in more sandbox games or in active GM pacing. That's much harder to do in more set environments where exploration is not a focus of play. This can be more complicated when characters have vastly different resource schedules.
The more fundamental breakpoint is that D&D characters are just way too dependent on each other for a game where they might have individual agendas to pursue. It's hard to have scenes where characters go off and do things on their own if there is a high likelihood they need to have Bard or Rogue around every time they have a tense conversation. There's also the fact there is nothing more unexciting then a 1 on 1 fight in D&D.
I think there's a sense that some gamers have that adventuring is like fundamental to the roleplaying game experience. For a good deal of us that's just not the case. I think a lot of people just have never really fought against the edges of the game in the same way I have so they don't see those edges nearly as sharply.
The two biggest ways that D&D family games have historically gotten in the way mechanically for the types of games I like to run are the daily attrition model and how specialized characters tend to be.
To get players to that place where they really feel the pinch you generally have to put a significant amount of effort into pacing the adventuring day in some way. That can be in the form of wandering monster checks or just how you stock locations in more sandbox games or in active GM pacing. That's much harder to do in more set environments where exploration is not a focus of play. This can be more complicated when characters have vastly different resource schedules.
The more fundamental breakpoint is that D&D characters are just way too dependent on each other for a game where they might have individual agendas to pursue. It's hard to have scenes where characters go off and do things on their own if there is a high likelihood they need to have Bard or Rogue around every time they have a tense conversation. There's also the fact there is nothing more unexciting then a 1 on 1 fight in D&D.
I think there's a sense that some gamers have that adventuring is like fundamental to the roleplaying game experience. For a good deal of us that's just not the case. I think a lot of people just have never really fought against the edges of the game in the same way I have so they don't see those edges nearly as sharply.