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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="Ovinomancer" data-source="post: 8283852" data-attributes="member: 16814"><p>Well, for starters, you're advocating for story curation here, and those aren't bad ideas. But, the idea if I want my play to dictate, then I should have been able to discover the BBEG is a coward weakling hiding in his bunker and that's not what I discovered. I discovered a secret that let me bypass his power. Changing it as you suggest obviates my play -- the effort to find the secret, the risk, the time, etc -- and rewrites things so that the story is served. These things are at odds.</p><p></p><p>Secondly, if the only suggestion you have to address an example is to first change the example and then say that it doesn't show what I claim... I mean, I can change your example and show how it's wrong, too. This doesn't do anything.</p><p></p><p>It's not exaggerated, it's just usually not paid attention to because, as I noted, story curation is, by far, the predominate mode of play these days in D&D. People don't usually encounter strong skilled play advocacy over story curation advocacy. Most GM advice given is along the lines of story curation. It's not better, it's just the current popular mode. In the Six Cultures article, it was the trad and neo-trad options. So, obviously, it's a fine and popular way to play.</p><p></p><p>So, the normal mode appears to be story curation (or story imperative) to tell a good story, with occasional compromises to allow for some loose skilled play. Like how Descent into Avernus has a string of opening encounters and situations that the GM is directed to handle in certain ways so that the story gets established and the story beats happen as needed, but this is interspersed with some rather shockingly brutal early dungeons (the Dungeon of the Dead Three, for instance, is brutal at the level suggested). This is done poorly, as there's no signposting or notice that the game mode has shifted from the GM curating to a straight dungeon crawl/let the dice fall, so it's a jarring shift if you don't always forefront story curation and run dungeons/combats with that in mind.</p></blockquote><p></p>
[QUOTE="Ovinomancer, post: 8283852, member: 16814"] Well, for starters, you're advocating for story curation here, and those aren't bad ideas. But, the idea if I want my play to dictate, then I should have been able to discover the BBEG is a coward weakling hiding in his bunker and that's not what I discovered. I discovered a secret that let me bypass his power. Changing it as you suggest obviates my play -- the effort to find the secret, the risk, the time, etc -- and rewrites things so that the story is served. These things are at odds. Secondly, if the only suggestion you have to address an example is to first change the example and then say that it doesn't show what I claim... I mean, I can change your example and show how it's wrong, too. This doesn't do anything. It's not exaggerated, it's just usually not paid attention to because, as I noted, story curation is, by far, the predominate mode of play these days in D&D. People don't usually encounter strong skilled play advocacy over story curation advocacy. Most GM advice given is along the lines of story curation. It's not better, it's just the current popular mode. In the Six Cultures article, it was the trad and neo-trad options. So, obviously, it's a fine and popular way to play. So, the normal mode appears to be story curation (or story imperative) to tell a good story, with occasional compromises to allow for some loose skilled play. Like how Descent into Avernus has a string of opening encounters and situations that the GM is directed to handle in certain ways so that the story gets established and the story beats happen as needed, but this is interspersed with some rather shockingly brutal early dungeons (the Dungeon of the Dead Three, for instance, is brutal at the level suggested). This is done poorly, as there's no signposting or notice that the game mode has shifted from the GM curating to a straight dungeon crawl/let the dice fall, so it's a jarring shift if you don't always forefront story curation and run dungeons/combats with that in mind. [/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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