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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="tetrasodium" data-source="post: 8281922" data-attributes="member: 93670"><p>The <a href="https://rpg.stackexchange.com/questions/22250/what-is-the-stormwind-fallacy" target="_blank">stormwind fallacy</a> that <em>(basically)</em> says optimized characters are not at odds with roleplaying while unoptimized ones are not by the simple fact of being unoptimized better at roleplaying. tart out by applying that same logic to <a href="https://www.creightonbroadhurst.com/gygax-on-how-players-play-skilfully/" target="_blank">skilled play </a>vrs "memorable story" play. 5e does a lot of things to minimize the impact of or need di ever really demonstrate skilled play.</p><p></p><p>With that said there are a lot of skills a GM will develop over time as they gain skill as a GM and gain familiarity with the system. Here are a few example.</p><ol> <li data-xf-list-type="ol">Encounters can be adjusted to apply the desired amount of pressure to players. This can range from opponent choices, strategies employed by opponents, the battlefields in place during an encounter, s on & so forth. A GM will get better at these things over time.<ul> <li data-xf-list-type="ul">This allows a GM to manipulate timing & pacing in ways that leave skilled players feeling like they had agency over it or that by doing x&y rather than some less skilled choices hey the PCs altered how the story played out.</li> <li data-xf-list-type="ul">One common aspect of skilled play is planning ahead for these kinds of situations. Frankly one of the easiest ways to accomplishplanning ahead is to interact with NPCs & the world in order too go in feeling equipped with some level of foreknowledge of what you are getting into. 5e may do everything it can to ensure players never need to bother doing that & to ensure that actually doing it generally results in little more than "kill those exactly like you kill almost everything else"; but that doesn't remove it.</li> <li data-xf-list-type="ul">This manipulation in 1 can be used to apply more or less pressure to resources Resources extend past x/rest & spell slots to include things like wands scrolls potions & so on. While these can sometimes be purchased, a skilled GM will develop skills that allows them to manipulate encounters to apply pressure to these resources & seven provide slack through interacting with NPCs or the world itself. 5e may do all it can to shatter this link in the chain with self recharging items, a set of math assumptions that break once you add them, & rest options that completely obliviate the need... but it's still a thing.</li> </ul></li> <li data-xf-list-type="ol">No matter what side of the fence you fall on it would be pretty tough to not admit that players interacting more with NPCs & the world provides a GM of almost any skill more opportunities to add detail & flourish to the world. Part of having a memorable story tends to involve knowing what the heck is going on. Unfortunately the dials & levers needed to push skilled players into doing this have been outright removed or eroded to meaningless nubs that often cause severe problems if used. You can think of it like this:<ul> <li data-xf-list-type="ul">When the players make ten different 2-5 minute interactions with NPCs & the world it allows the gm 20-50 minutes to expand on the world & story in ways the players are invested in discovering & likely to remember. Even better is that each of those 2-5min interactions provides the GM with more chances to correct misconceptions & bad assumptions that the players have</li> <li data-xf-list-type="ul">When the GM spends a 20-50 minute chunk of time adding to the world/plot/story to captive Payers caught helplessly in the cut scene they tune out & forget. Worse it's easy for players to find them with a large amount of highly detailed bad assumptions</li> </ul></li> </ol><p>As a GM gains experience they will get better at doing those things & even become comfortable doing things like going off script running things completely on the fly to further 1 &2 as the players interact with NPCs & the world.</p></blockquote><p></p>
[QUOTE="tetrasodium, post: 8281922, member: 93670"] The [URL='https://rpg.stackexchange.com/questions/22250/what-is-the-stormwind-fallacy']stormwind fallacy[/URL] that [I](basically)[/I] says optimized characters are not at odds with roleplaying while unoptimized ones are not by the simple fact of being unoptimized better at roleplaying. tart out by applying that same logic to [URL='https://www.creightonbroadhurst.com/gygax-on-how-players-play-skilfully/']skilled play [/URL]vrs "memorable story" play. 5e does a lot of things to minimize the impact of or need di ever really demonstrate skilled play. With that said there are a lot of skills a GM will develop over time as they gain skill as a GM and gain familiarity with the system. Here are a few example. [LIST=1] [*]Encounters can be adjusted to apply the desired amount of pressure to players. This can range from opponent choices, strategies employed by opponents, the battlefields in place during an encounter, s on & so forth. A GM will get better at these things over time. [LIST] [*]This allows a GM to manipulate timing & pacing in ways that leave skilled players feeling like they had agency over it or that by doing x&y rather than some less skilled choices hey the PCs altered how the story played out. [*]One common aspect of skilled play is planning ahead for these kinds of situations. Frankly one of the easiest ways to accomplishplanning ahead is to interact with NPCs & the world in order too go in feeling equipped with some level of foreknowledge of what you are getting into. 5e may do everything it can to ensure players never need to bother doing that & to ensure that actually doing it generally results in little more than "kill those exactly like you kill almost everything else"; but that doesn't remove it. [*]This manipulation in 1 can be used to apply more or less pressure to resources Resources extend past x/rest & spell slots to include things like wands scrolls potions & so on. While these can sometimes be purchased, a skilled GM will develop skills that allows them to manipulate encounters to apply pressure to these resources & seven provide slack through interacting with NPCs or the world itself. 5e may do all it can to shatter this link in the chain with self recharging items, a set of math assumptions that break once you add them, & rest options that completely obliviate the need... but it's still a thing. [/LIST] [*]No matter what side of the fence you fall on it would be pretty tough to not admit that players interacting more with NPCs & the world provides a GM of almost any skill more opportunities to add detail & flourish to the world. Part of having a memorable story tends to involve knowing what the heck is going on. Unfortunately the dials & levers needed to push skilled players into doing this have been outright removed or eroded to meaningless nubs that often cause severe problems if used. You can think of it like this: [LIST] [*]When the players make ten different 2-5 minute interactions with NPCs & the world it allows the gm 20-50 minutes to expand on the world & story in ways the players are invested in discovering & likely to remember. Even better is that each of those 2-5min interactions provides the GM with more chances to correct misconceptions & bad assumptions that the players have [*]When the GM spends a 20-50 minute chunk of time adding to the world/plot/story to captive Payers caught helplessly in the cut scene they tune out & forget. Worse it's easy for players to find them with a large amount of highly detailed bad assumptions [/LIST] [/LIST] As a GM gains experience they will get better at doing those things & even become comfortable doing things like going off script running things completely on the fly to further 1 &2 as the players interact with NPCs & the world. [/QUOTE]
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