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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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<blockquote data-quote="prabe" data-source="post: 8281084" data-attributes="member: 7016699"><p>Skilled Play, in this context, would be about 1) finding out how many minions and other resources Strahd had, where they were, what they were; and 2) arranging things so those assets were unavailable to Strahd when it came time to kill him.</p><p></p><p>To the extent that you decided there were "always more minions," you were eliminating the possibility for this kind of Skilled Play. To the extent the players <strong>didn't</strong> engage in this kind of Skilled Play, you were playing fair by varying the number of minions/assets.</p><p></p><p>Given that if the players engage in this kind of Skilled Play, they are changing what the story is about, there is no conflict between this kind of Skilled Play and the importance/value of Story.</p><p></p><p>I'd argue that it does. I'd argue that setting out to play a published adventure (or Adventure Path) means wanting to see it through to its end. IME, that changes both how players play and how GMs GM.</p><p></p><p>What I think you were trying to balance was how much any sort of Skilled Play could change the experience of seeing the published adventure to its end, including what that end was and how it played, as well as adapting the published adventure to your players' tastes.</p><p></p><p>I don't like published adventures, and I don't run them, so I don't have anything other than speculation as far as anything about running them goes.</p></blockquote><p></p>
[QUOTE="prabe, post: 8281084, member: 7016699"] Skilled Play, in this context, would be about 1) finding out how many minions and other resources Strahd had, where they were, what they were; and 2) arranging things so those assets were unavailable to Strahd when it came time to kill him. To the extent that you decided there were "always more minions," you were eliminating the possibility for this kind of Skilled Play. To the extent the players [B]didn't[/B] engage in this kind of Skilled Play, you were playing fair by varying the number of minions/assets. Given that if the players engage in this kind of Skilled Play, they are changing what the story is about, there is no conflict between this kind of Skilled Play and the importance/value of Story. I'd argue that it does. I'd argue that setting out to play a published adventure (or Adventure Path) means wanting to see it through to its end. IME, that changes both how players play and how GMs GM. What I think you were trying to balance was how much any sort of Skilled Play could change the experience of seeing the published adventure to its end, including what that end was and how it played, as well as adapting the published adventure to your players' tastes. I don't like published adventures, and I don't run them, so I don't have anything other than speculation as far as anything about running them goes. [/QUOTE]
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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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