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4E DM's - what have you learned?
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<blockquote data-quote="Radiating Gnome" data-source="post: 5851940" data-attributes="member: 150"><p>No, but it starts there, IMO. I think 4e encourages the DM to think in terms of a series of encounters, which teaches the players to think in the same terms. </p><p></p><p>I've been involved, for example, in conversations recently about random encounters. In 4e, an encounter is a big enough investment that you rarely actually put your players through truly random encounters -- they might have encounters that "appear" random, but they're probably prepared encounters placed on the path the PCs will be traveling. </p><p></p><p>And that's a natural consequence of the encounter-as-setpiece shift in the game, but this (along with a bunch of other factors) tends to create game situations where we play through encounters, quickly narrate a bit of connective tissue, then play the next encounter. </p><p></p><p>Now, you've also shifted gears a bit -- roleplaying and improvisation are related, but they're not the same thing. Having a lot of pre-defined powers may very well lock players into a place where they see those powers as their only choices in an encounter, but I don't see that as the same issue/challenge as immersion, story, and roleplaying. Perhaps related, but not really the same thing at all. </p><p></p><p>-rg</p></blockquote><p></p>
[QUOTE="Radiating Gnome, post: 5851940, member: 150"] No, but it starts there, IMO. I think 4e encourages the DM to think in terms of a series of encounters, which teaches the players to think in the same terms. I've been involved, for example, in conversations recently about random encounters. In 4e, an encounter is a big enough investment that you rarely actually put your players through truly random encounters -- they might have encounters that "appear" random, but they're probably prepared encounters placed on the path the PCs will be traveling. And that's a natural consequence of the encounter-as-setpiece shift in the game, but this (along with a bunch of other factors) tends to create game situations where we play through encounters, quickly narrate a bit of connective tissue, then play the next encounter. Now, you've also shifted gears a bit -- roleplaying and improvisation are related, but they're not the same thing. Having a lot of pre-defined powers may very well lock players into a place where they see those powers as their only choices in an encounter, but I don't see that as the same issue/challenge as immersion, story, and roleplaying. Perhaps related, but not really the same thing at all. -rg [/QUOTE]
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