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4e Has Less Raw Content: Fact!
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<blockquote data-quote="Henry" data-source="post: 4499280" data-attributes="member: 158"><p>However, I have seen games totally bog down by players who delve into minutiae like a shopping trip, or an encounter with gate guards (ironically) that went south and derailed the whole evening into antics between the PCs and the town security force. I do think they should have put a little more into "reading your players" on whether they're enjoying a certain part of a session. If everyone at the table is engaged at antics between the PCs and the town guard, and couldn't care less about getting back to the adventure, then roll with it; actually trying to force them back on course to your adventure might make them frustrated, because it's possible they want something different.</p><p></p><p>Case in point: d20 Modern game I was running. It required some subtlety, some cultist infiltration, some stealth. The players didn't want that; they wanted to blow stuff up. So, the adventure for the night went very south when I tried to get them back on track. Had I read the players a bit better, and improvised a bit more with some combat encounters, it might have gone better.</p></blockquote><p></p>
[QUOTE="Henry, post: 4499280, member: 158"] However, I have seen games totally bog down by players who delve into minutiae like a shopping trip, or an encounter with gate guards (ironically) that went south and derailed the whole evening into antics between the PCs and the town security force. I do think they should have put a little more into "reading your players" on whether they're enjoying a certain part of a session. If everyone at the table is engaged at antics between the PCs and the town guard, and couldn't care less about getting back to the adventure, then roll with it; actually trying to force them back on course to your adventure might make them frustrated, because it's possible they want something different. Case in point: d20 Modern game I was running. It required some subtlety, some cultist infiltration, some stealth. The players didn't want that; they wanted to blow stuff up. So, the adventure for the night went very south when I tried to get them back on track. Had I read the players a bit better, and improvised a bit more with some combat encounters, it might have gone better. [/QUOTE]
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