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<blockquote data-quote="Greg Benage" data-source="post: 6812152" data-attributes="member: 93631"><p>Well, I'm also sorry I don't understand it, since I thought I was learning something from it. But I'm not going to give up that easily. Let's focus in very narrowly on this bit. You say above that it's not about what style is preferred. In the OP, you say this:</p><p></p><p></p><p></p><p>Why is this so important in a horror game? Is the implication that it's more important in a horror game than some other kind of game? If so, is it really so difficult to understand that it might not be important (to manage) at all in a location-based, exploration-focused game?</p><p></p><p></p><p></p><p>Okay, so it's also important in "action-adventure stories." What about games in which "rising tension" is not a priority, or more specifically, what about games in which the players, rather than the DM, are expected to manage tension through their own decisions about how to explore and interact with the environment the DM has created?</p><p></p><p></p><p></p><p>Says who? The DM? What if the DM just creates the location and populates it, and lets the players decide what they do? What if they decide to go right to level 2, get their butts kicked, and retreat to the easier stuff on level 1? Now encounter difficulty has started high and then subsided because the players chose an easier path. The DM can't manage encounter difficulty -- that's the players' job in this style of game.</p><p></p><p>If this really applies equally regardless of style of play, how do you reconcile that? How do you use this specific technique in a location-based, exploration-focused game? Do you use some kind of AngryDM techniques where you create keyed gates, like a video game, and simply don't allow the players to go right to level 2 until you want them to? If so, you're not supporting the location-based, exploration-focused style of play. If you're not using techniques like that and the players can go where they want and do what they want, how do you make sure encounter level difficulty is increasing? How do you use the pacing technique?</p><p></p><p>Edited for typo.</p></blockquote><p></p>
[QUOTE="Greg Benage, post: 6812152, member: 93631"] Well, I'm also sorry I don't understand it, since I thought I was learning something from it. But I'm not going to give up that easily. Let's focus in very narrowly on this bit. You say above that it's not about what style is preferred. In the OP, you say this: Why is this so important in a horror game? Is the implication that it's more important in a horror game than some other kind of game? If so, is it really so difficult to understand that it might not be important (to manage) at all in a location-based, exploration-focused game? Okay, so it's also important in "action-adventure stories." What about games in which "rising tension" is not a priority, or more specifically, what about games in which the players, rather than the DM, are expected to manage tension through their own decisions about how to explore and interact with the environment the DM has created? Says who? The DM? What if the DM just creates the location and populates it, and lets the players decide what they do? What if they decide to go right to level 2, get their butts kicked, and retreat to the easier stuff on level 1? Now encounter difficulty has started high and then subsided because the players chose an easier path. The DM can't manage encounter difficulty -- that's the players' job in this style of game. If this really applies equally regardless of style of play, how do you reconcile that? How do you use this specific technique in a location-based, exploration-focused game? Do you use some kind of AngryDM techniques where you create keyed gates, like a video game, and simply don't allow the players to go right to level 2 until you want them to? If so, you're not supporting the location-based, exploration-focused style of play. If you're not using techniques like that and the players can go where they want and do what they want, how do you make sure encounter level difficulty is increasing? How do you use the pacing technique? Edited for typo. [/QUOTE]
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