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General Tabletop Discussion
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Alternate thought - rule of cool is bad for gaming
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<blockquote data-quote="TwoSix" data-source="post: 9397448" data-attributes="member: 205"><p>I think that's interesting, because it shows how a singular tool (the encounter table) can be repurposed for different play styles.</p><p></p><p>I was envisioning the encounter table under the OSR paradigm, where the encounter table, and random encounters in general, have rules functions and procedures. The table is meant to be a model of <em>worldbuilding</em>, it's reflective of the inhabitants of the environs and nothing else. Pacing is not a consideration; nor is the composition and levels of the party. </p><p></p><p>For trad type play, the encounter table is more of a tool for the "rule of cool" (to drag this back to the thread topic). It's a DM tool to make suggestions that the DM might not have thought of, but always subject to the DM need to control the pacing and overall challenge level to the party. Modifying or nixing encounters with a high chance of PC death and TPK potential is expected and encouraged behavior for this playstyle. The encounter table gives the illusion of procedurally generated verisimilitude while still allowing for maximum DM latitude to frame encounters to the needs of the story.</p></blockquote><p></p>
[QUOTE="TwoSix, post: 9397448, member: 205"] I think that's interesting, because it shows how a singular tool (the encounter table) can be repurposed for different play styles. I was envisioning the encounter table under the OSR paradigm, where the encounter table, and random encounters in general, have rules functions and procedures. The table is meant to be a model of [i]worldbuilding[/i], it's reflective of the inhabitants of the environs and nothing else. Pacing is not a consideration; nor is the composition and levels of the party. For trad type play, the encounter table is more of a tool for the "rule of cool" (to drag this back to the thread topic). It's a DM tool to make suggestions that the DM might not have thought of, but always subject to the DM need to control the pacing and overall challenge level to the party. Modifying or nixing encounters with a high chance of PC death and TPK potential is expected and encouraged behavior for this playstyle. The encounter table gives the illusion of procedurally generated verisimilitude while still allowing for maximum DM latitude to frame encounters to the needs of the story. [/QUOTE]
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