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General Tabletop Discussion
*Dungeons & Dragons
Allow the Long Rest Recharge to Honor Skilled Play or Disallow it to Ensure a Memorable Story
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<blockquote data-quote="Bawylie" data-source="post: 8280470" data-attributes="member: 6776133"><p>The premise does indeed smell like a particular waffle - I agree with other posters on that.</p><p></p><p>But the question - which ball hits the ground and which stays in the air? - is fair.</p><p></p><p>And the answer is Neither. These aren’t in tension at all. Leave aside the idea that “the story emerges from play,” for a second. The GUD STOREE stuff happens in the design and overall structure & prep while the GUD PLAY happens at the table. So long as these (Imperatives or whatever) stay in their lanes and aren’t forced into conflict, there won’t be any conflict.</p><p></p><p>When I write the game, from the central conflict to the maps, there’s no play involved. When I run the game, the story exists as a superstructure akin to the walls of a dungeon - not a moment-to-moment concern. Sure, there are some adjustments to make when adapting to decisions made in play like making sure there’s a fitting end to the game session, so you don’t end mid-battle or whatever. But these two things occupy their own spaces and frameworks.</p><p></p><p>Therefore if we’re playing at the table and they earned the rest, they get it. If I’m writing/prepping the game, I have in mind an approximation of what kind of firepower the players have access to generally (fireball/fly/multi-attack at 5th level) and don’t sweat how loaded for bear they are at any given point within.</p><p></p><p>Put another way, when I’m grocery shopping I’m not concerning myself with how hungry I’ll be on Tuesday’s lunch (just assuming I’ll have a meal at that time). And when I’m cooking or eating, I’m not worrying about whether the store has a good price on milk and eggs this week.</p></blockquote><p></p>
[QUOTE="Bawylie, post: 8280470, member: 6776133"] The premise does indeed smell like a particular waffle - I agree with other posters on that. But the question - which ball hits the ground and which stays in the air? - is fair. And the answer is Neither. These aren’t in tension at all. Leave aside the idea that “the story emerges from play,” for a second. The GUD STOREE stuff happens in the design and overall structure & prep while the GUD PLAY happens at the table. So long as these (Imperatives or whatever) stay in their lanes and aren’t forced into conflict, there won’t be any conflict. When I write the game, from the central conflict to the maps, there’s no play involved. When I run the game, the story exists as a superstructure akin to the walls of a dungeon - not a moment-to-moment concern. Sure, there are some adjustments to make when adapting to decisions made in play like making sure there’s a fitting end to the game session, so you don’t end mid-battle or whatever. But these two things occupy their own spaces and frameworks. Therefore if we’re playing at the table and they earned the rest, they get it. If I’m writing/prepping the game, I have in mind an approximation of what kind of firepower the players have access to generally (fireball/fly/multi-attack at 5th level) and don’t sweat how loaded for bear they are at any given point within. Put another way, when I’m grocery shopping I’m not concerning myself with how hungry I’ll be on Tuesday’s lunch (just assuming I’ll have a meal at that time). And when I’m cooking or eating, I’m not worrying about whether the store has a good price on milk and eggs this week. [/QUOTE]
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Community
General Tabletop Discussion
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Allow the Long Rest Recharge to Honor Skilled Play or Disallow it to Ensure a Memorable Story
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