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General Tabletop Discussion
*Dungeons & Dragons
6-8 Encounters a long rest is, actually, a pretty problematic idea.
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<blockquote data-quote="Sacrosanct" data-source="post: 7410521" data-attributes="member: 15700"><p>Preach it!</p><p></p><p>As someone who over the past few decades <em>has </em>written adventures, campaigns, and games (even award winning ones), a lot of armchair designers have no idea how hard it can be. This isn't designing a campaign expansion for a video game where everything follows the code all the time. This is a scenario where every table plays a little differently, interprets the rules differently, and wants different things. I keep hearing a variation of the argument that the designers are lazy for not including X, Y, Z that they like, and that is so narrowminded. Ok, I add in something that <em>you </em>like. But it still falls short of what other people like. Soon I've got dozens of pages of bloat to address every little situation, and sometimes directly counter what I just wrote because one person's interpretation is completely different than another person's.</p><p></p><p>Who wants to wade through dozens of pages of possible rule or scenario variations just hoping they find the bit of information they want? No one. No one wants that. It's a waste of time, resources, and patience. Especially when the core rules already give you the framework and tools in how to resolve that at your own table.</p><p></p><p>As a designer, you try to capture your philosophy and vision into the campaign/adventure and hope people like it while building it around the framework of the rules, knowing full well that those same rules in the core rulebooks are built to be modified and adjusted to how the particular game table wants it. I would never be presumptuous enough to think my interpretation of a rule for an adventure I'm writing should override the rules provided by the people who actually wrote the game. Any designer who does that will face the reality that their adventure isn't going to be as popular as they would like. Maybe that's why the loudest armchair designers who like to insult everyone else are too afraid to actually walk their talk. Who knows.</p></blockquote><p></p>
[QUOTE="Sacrosanct, post: 7410521, member: 15700"] Preach it! As someone who over the past few decades [I]has [/I]written adventures, campaigns, and games (even award winning ones), a lot of armchair designers have no idea how hard it can be. This isn't designing a campaign expansion for a video game where everything follows the code all the time. This is a scenario where every table plays a little differently, interprets the rules differently, and wants different things. I keep hearing a variation of the argument that the designers are lazy for not including X, Y, Z that they like, and that is so narrowminded. Ok, I add in something that [I]you [/I]like. But it still falls short of what other people like. Soon I've got dozens of pages of bloat to address every little situation, and sometimes directly counter what I just wrote because one person's interpretation is completely different than another person's. Who wants to wade through dozens of pages of possible rule or scenario variations just hoping they find the bit of information they want? No one. No one wants that. It's a waste of time, resources, and patience. Especially when the core rules already give you the framework and tools in how to resolve that at your own table. As a designer, you try to capture your philosophy and vision into the campaign/adventure and hope people like it while building it around the framework of the rules, knowing full well that those same rules in the core rulebooks are built to be modified and adjusted to how the particular game table wants it. I would never be presumptuous enough to think my interpretation of a rule for an adventure I'm writing should override the rules provided by the people who actually wrote the game. Any designer who does that will face the reality that their adventure isn't going to be as popular as they would like. Maybe that's why the loudest armchair designers who like to insult everyone else are too afraid to actually walk their talk. Who knows. [/QUOTE]
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6-8 Encounters a long rest is, actually, a pretty problematic idea.
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