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<blockquote data-quote="MNblockhead" data-source="post: 9543456" data-attributes="member: 6796661"><p>I find that the general principle here is the same for me, but that it manifest differently. In terms of tech, I have fully embraced VTTs, and Foundry with loads of community mods, at that. But decades of working with complex technology likely has a lot to do with that. But also, I like letting the technology handle the parts of the game I find less enjoyable. A good example is that I love games with lots of random tables like Dungeon Crawl Classics and Warhammer Fantasy RPG, but I hate, hate, hate flipping through books or reference sheets, rolling, and finding the result. Having those rolls automated gives all the flavor and none of the grind. AOE effects and tracking conditions, and initiative trackers in general, are another example. I wouldn't play crunchier games like Warhammer Fantasy or even D&D 5e if I had to do all of it manually--or, at least, I would run very different, less complicated, encounters and stick to lower-level play. Even with in-person games, I'll use tools like Hero Lab, Purple Sorcerer, or even a VTT with a public-facing second monitor to help run crunchier games with more complicated tactical encounters. </p><p></p><p>What TTRPGs have helped trick my old brain into learning new tricks are things that some of the more indie, rules light games have encourage. Namely, improve and more <em>role</em> vs <em>roll</em> playing. InSPECTREs is a favorite example as it requires HEAVY "yes, and" improv, and a incorporate some heavy thespian aspects (such as the "confession booth" mechanic), which makes for a great beer and pretzles, zany one shot. Something I don't think younger me would have taken to. </p><p></p><p>The one difference I see in myself from many posters here is that I can't stand short game sessions. I would rather give up on frequency and run longer games. I run an 8 hour game session, once a month. Total amount of totally tuned-in gaming is probably only six hours. But having a longer session feel like you aren't trying to force anything. You can hang out a bit and the game can take some twist and turns and still accomplish something by the end of the session. The value of longer sessions for me was driven home by my last convention. Other than quick learn-to-play sessions, anything under four hours was unfulfilling for me. I would rather play a board game than a 2-3 hour TTRPG session.</p></blockquote><p></p>
[QUOTE="MNblockhead, post: 9543456, member: 6796661"] I find that the general principle here is the same for me, but that it manifest differently. In terms of tech, I have fully embraced VTTs, and Foundry with loads of community mods, at that. But decades of working with complex technology likely has a lot to do with that. But also, I like letting the technology handle the parts of the game I find less enjoyable. A good example is that I love games with lots of random tables like Dungeon Crawl Classics and Warhammer Fantasy RPG, but I hate, hate, hate flipping through books or reference sheets, rolling, and finding the result. Having those rolls automated gives all the flavor and none of the grind. AOE effects and tracking conditions, and initiative trackers in general, are another example. I wouldn't play crunchier games like Warhammer Fantasy or even D&D 5e if I had to do all of it manually--or, at least, I would run very different, less complicated, encounters and stick to lower-level play. Even with in-person games, I'll use tools like Hero Lab, Purple Sorcerer, or even a VTT with a public-facing second monitor to help run crunchier games with more complicated tactical encounters. What TTRPGs have helped trick my old brain into learning new tricks are things that some of the more indie, rules light games have encourage. Namely, improve and more [I]role[/I] vs [I]roll[/I] playing. InSPECTREs is a favorite example as it requires HEAVY "yes, and" improv, and a incorporate some heavy thespian aspects (such as the "confession booth" mechanic), which makes for a great beer and pretzles, zany one shot. Something I don't think younger me would have taken to. The one difference I see in myself from many posters here is that I can't stand short game sessions. I would rather give up on frequency and run longer games. I run an 8 hour game session, once a month. Total amount of totally tuned-in gaming is probably only six hours. But having a longer session feel like you aren't trying to force anything. You can hang out a bit and the game can take some twist and turns and still accomplish something by the end of the session. The value of longer sessions for me was driven home by my last convention. Other than quick learn-to-play sessions, anything under four hours was unfulfilling for me. I would rather play a board game than a 2-3 hour TTRPG session. [/QUOTE]
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