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<blockquote data-quote="Reynard" data-source="post: 6811842" data-attributes="member: 467"><p>I find things like encounters-per-day and XP budgets and CR to be, at best, useful guidelines and usually not even that. I prefer a game that is organic and improvisational in nature, in which exploration and interaction drive the pace and the story is an emergent quality. I am not saying this is the right way to play, but it is what happens at my table. I have developed it even for cons, where I run an open world, ongoing game over the course of 4 or 6 slots. I have never wanted for bottoms to warm seats. I think the need for structure is overstated by many. I mostly blame Paizo. They did not invent the structured campaign but they perfected it and the explosion of "adventure paths" steals what I think is the best quality of tabletop RPGs: the crazypants uncertainty about what can happen next.</p></blockquote><p></p>
[QUOTE="Reynard, post: 6811842, member: 467"] I find things like encounters-per-day and XP budgets and CR to be, at best, useful guidelines and usually not even that. I prefer a game that is organic and improvisational in nature, in which exploration and interaction drive the pace and the story is an emergent quality. I am not saying this is the right way to play, but it is what happens at my table. I have developed it even for cons, where I run an open world, ongoing game over the course of 4 or 6 slots. I have never wanted for bottoms to warm seats. I think the need for structure is overstated by many. I mostly blame Paizo. They did not invent the structured campaign but they perfected it and the explosion of "adventure paths" steals what I think is the best quality of tabletop RPGs: the crazypants uncertainty about what can happen next. [/QUOTE]
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