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A Discussion in Game Design: The 15 minute work day.
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<blockquote data-quote="Silvercat Moonpaw" data-source="post: 5271530" data-attributes="member: 46652"><p>What I want is to ease off on the amount of predicting and changing the DM has to do with crafting adventures. The specific problem proposed is of burning through resources quickly and then doing whatever activity is necessary to replenish those resources. I have read proposals that harass the PCs or make the world change while the PCs rest, and I have read proposals to create rewards to encourage the PCs to move forward. All create more for for the DM.</p><p></p><p>Letting the DM control where or when the PCs can replenish their resources is to put less guessing-work in. I wasn't thinking of a "video game save point"-type situation; the example I had in mind was stating that all "per day" stuff refreshes at sunrise. It's still "per day", but now the DM doesn't have to predict between which encounters the PCs will replenish their resources because they can place "sunrise" between any number they want and balance those encounters accordingly. (Also leads to tense situations where you have to hold off the enemy long enough for sunrise to come.) Of course this example doesn't work perfectly, it was just the first one I could think of.</p><p></p><p></p><p>Thing is that if we're going to require dramatic techniques of warning I'm going to use dramatic techniques of deciding when things are allowed to replenish. If it's important that the confrontation with the BBEG be the next "scene" then at least some resources are probably going to be replenished between "scenes". If dramatic moments are important than then method of replenishing is going to be based on them. I am not going to mix a game and a story like that. I am fully willing to rules to drive a story, but they will be rules created for the purpose of telling a story.</p><p></p><p>If instead a game is what is desired then I am not going to care one iota about immersion in some "story world". I think game worlds are interesting on even their immersion breaking points.</p><p></p><p>I'm sorry for the rant, I just feel like I'm being asked to combine contradictory expectations.</p></blockquote><p></p>
[QUOTE="Silvercat Moonpaw, post: 5271530, member: 46652"] What I want is to ease off on the amount of predicting and changing the DM has to do with crafting adventures. The specific problem proposed is of burning through resources quickly and then doing whatever activity is necessary to replenish those resources. I have read proposals that harass the PCs or make the world change while the PCs rest, and I have read proposals to create rewards to encourage the PCs to move forward. All create more for for the DM. Letting the DM control where or when the PCs can replenish their resources is to put less guessing-work in. I wasn't thinking of a "video game save point"-type situation; the example I had in mind was stating that all "per day" stuff refreshes at sunrise. It's still "per day", but now the DM doesn't have to predict between which encounters the PCs will replenish their resources because they can place "sunrise" between any number they want and balance those encounters accordingly. (Also leads to tense situations where you have to hold off the enemy long enough for sunrise to come.) Of course this example doesn't work perfectly, it was just the first one I could think of. Thing is that if we're going to require dramatic techniques of warning I'm going to use dramatic techniques of deciding when things are allowed to replenish. If it's important that the confrontation with the BBEG be the next "scene" then at least some resources are probably going to be replenished between "scenes". If dramatic moments are important than then method of replenishing is going to be based on them. I am not going to mix a game and a story like that. I am fully willing to rules to drive a story, but they will be rules created for the purpose of telling a story. If instead a game is what is desired then I am not going to care one iota about immersion in some "story world". I think game worlds are interesting on even their immersion breaking points. I'm sorry for the rant, I just feel like I'm being asked to combine contradictory expectations. [/QUOTE]
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