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4 Hours w/ RSD - Let's Have a Flamewar!
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<blockquote data-quote="amnuxoll" data-source="post: 5568124" data-attributes="member: 13028"><p>I don't think this has to do with complexity. I think it has to do with the natural inclination of humans to clique.</p><p></p><p>I agree that the 3E and 4E systems often create too much complexity. I don't think E6 is the only solution to that. And I <u>definitely</u> don't think that you will ever find a fantasy RPG that appeals to everyone.</p><p></p><p></p><p></p><p></p><p>The other extreme is the sandbox campaign. I hate those just as much as railroads. The best DMs can ride in between the two extremes. I think there is a lot of value in the GM creating a loose plot as a skeleton to build the story around. If the PCs deviate too strongly, don't be afraid to dismantle it and rebuild. </p><p></p><p></p><p></p><p>I think this is fundamentally bad advice. Not only will players refuse to go along with this, I don't think they should. Being master adventurers that work together as a team is downright fun. It's awesome to defeat a foe together you could not have defeated alone.</p><p></p><p>One of the FLAWS in 3.5e was that you could be a generalist. You could be a PC that was a good melee fighter who could heal, cast arcane spells and find traps. I shared a table with a few of these twinked out one-person-party PCs. No fun.</p><p></p><p>I firmly disagree with the notion that one absent PC makes for a TPK. It just makes for a challenge: an adventure that builds perspective and character. </p><p></p><p></p><p></p><p>This is very solid advice. Also, do reverse: Join other groups from time to time. Play some RPGA games. Meet people. It pays off.</p></blockquote><p></p>
[QUOTE="amnuxoll, post: 5568124, member: 13028"] I don't think this has to do with complexity. I think it has to do with the natural inclination of humans to clique. I agree that the 3E and 4E systems often create too much complexity. I don't think E6 is the only solution to that. And I [u]definitely[/u] don't think that you will ever find a fantasy RPG that appeals to everyone. The other extreme is the sandbox campaign. I hate those just as much as railroads. The best DMs can ride in between the two extremes. I think there is a lot of value in the GM creating a loose plot as a skeleton to build the story around. If the PCs deviate too strongly, don't be afraid to dismantle it and rebuild. I think this is fundamentally bad advice. Not only will players refuse to go along with this, I don't think they should. Being master adventurers that work together as a team is downright fun. It's awesome to defeat a foe together you could not have defeated alone. One of the FLAWS in 3.5e was that you could be a generalist. You could be a PC that was a good melee fighter who could heal, cast arcane spells and find traps. I shared a table with a few of these twinked out one-person-party PCs. No fun. I firmly disagree with the notion that one absent PC makes for a TPK. It just makes for a challenge: an adventure that builds perspective and character. This is very solid advice. Also, do reverse: Join other groups from time to time. Play some RPGA games. Meet people. It pays off. [/QUOTE]
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