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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="iserith" data-source="post: 8282175" data-attributes="member: 97077"><p>To be clear, I would say it's skilled to both make good choices to achieve character goals (e.g. overcome a challenge) <em>while at the same time</em> making sure those choices are fun for everyone and contribute to the creation of an exciting, memorable story. To disregard the latter concern is to put at risk achieving the goals of play. This would then, of course, necessitate defining what a given group finds fun and what kinds of stories they find exciting and memorable.</p><p></p><p>I think most people would look at my game and arrive at the same conclusion you did upthread. That's certainly how I design it - an adventure location, fully-prepped, structured where it needs to be to ensure fair play. Present it to the players without changing it on the fly (except as it may make sense after the PCs interfere such as with a faction's responses) and see what happens, acting as an arbiter between the players and the rules. But at no point, for example, could I as DM narrate the result of the adventurers' actions in a way that isn't fun, exciting, and memorable and, even so, this takes nothing away from the difficulty which incentivizes the players to play skillfully. And given the full range of choices a player can make, there is always something that is both optimal (or at least very good) that is also aligned with the goals of play. For anyone to suggest otherwise is simply admitting to a failure of imagination while playing a game based on make-believe.</p><p></p><p>I'm about to abandon this conversation again for the reasons already stated, but perhaps a more clear definition of "skilled play" would have been helpful from the outset instead of whatever it was we got in that original post.</p></blockquote><p></p>
[QUOTE="iserith, post: 8282175, member: 97077"] To be clear, I would say it's skilled to both make good choices to achieve character goals (e.g. overcome a challenge) [I]while at the same time[/I] making sure those choices are fun for everyone and contribute to the creation of an exciting, memorable story. To disregard the latter concern is to put at risk achieving the goals of play. This would then, of course, necessitate defining what a given group finds fun and what kinds of stories they find exciting and memorable. I think most people would look at my game and arrive at the same conclusion you did upthread. That's certainly how I design it - an adventure location, fully-prepped, structured where it needs to be to ensure fair play. Present it to the players without changing it on the fly (except as it may make sense after the PCs interfere such as with a faction's responses) and see what happens, acting as an arbiter between the players and the rules. But at no point, for example, could I as DM narrate the result of the adventurers' actions in a way that isn't fun, exciting, and memorable and, even so, this takes nothing away from the difficulty which incentivizes the players to play skillfully. And given the full range of choices a player can make, there is always something that is both optimal (or at least very good) that is also aligned with the goals of play. For anyone to suggest otherwise is simply admitting to a failure of imagination while playing a game based on make-believe. I'm about to abandon this conversation again for the reasons already stated, but perhaps a more clear definition of "skilled play" would have been helpful from the outset instead of whatever it was we got in that original post. [/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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